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February 19, 2019
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Updates » Design
Don't Miss: The origins and evolution of Darkest Dungeon's Affliction System 3
by Staff [02.19.19]
Chris Bourassa and Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Indie, Design

Blog: What is a meta-game? 1
by Gamasutra Community [02.19.19]
A question I hear pretty often is, "What is a meta-game?". There are two pretty similar but also quite distinct and different answers which we're going to talk about.
Design, Business/Marketing

Breaking down categories of action in strategy games 2
by Gamasutra Community [02.19.19]
Brandon "wayward" Casteel offers a theory of how players' actions operate in the context of strategy games.
Console/PC, Design

Designing new, exciting places to clean up gore in Viscera Cleanup Detail's new DLC
by Jupiter Hadley [02.18.19]
The developers behind Viscera Cleanup Detail -- in which players clean up the gory remnants of violent sci-fi encounters -- talk about the design of the recent DLC, The Vulcan Affair.
Console/PC, Indie, Design

Video Game Deep Cuts: A Romance Crackdown, Wu-Tang Style  
by Gamasutra Staff [02.17.19]
This week's highlights include a piece on Chinese romance games for women, new titles from Crackdown 3 through Metro Exodus to Anthem, and the weird history that led to the Wu-Tang fighting game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch System Era's Brendan Wilson break down the making of Astroneer  
by Bryant Francis [02.15.19]
System Era co-founder Brendan Wilson dropped by the GDC Twitch channel to discuss the making of Astroneer.
Console/PC, Programming, Design, Video

Don't Miss: Looking back at Metro: Last Light to explain how tricky 'immersion' can be 55
by Gamasutra Community [02.15.19]
Adrian Chmielarz (Bulletstorm) takes a tour through Metro: Last Light to expose a common way developers try to foster a sense of immersion -- and why they miss the mark.
Console/PC, Design

Peek under the hood of Ubisoft's AI assistant for players at GDC 2019  
by Staff [02.15.19]
Ubisoft has designed its own AI-driven assistant specifically for video game players, and you can get a firsthand look at how it works when you come to GDC 2019 in San Francisco next month!
Console/PC, Programming, Design, GDC

Chat with the devs behind Astroneer at 3PM ET  
by Bryant Francis [02.15.19]
The developers behind Astroneer are taking your design and development questions at 3PM ET.
Console/PC, Design, Video

Blog: Rendering process in Shadow Fight 3 2
by Gamasutra Community [02.15.19]
Here's an explanation of the rendering process and the materials we used for our character equipment in the mobile game Shadow Fight 3.
Programming, Design

Designing unsettling 'hidden horror' with Layers of Fear dev Bloober Team 1
by John Harris [02.15.19]
Rafal Basaj, producer at Bloober Team, talked with us about Layers of Fear, and his studio's brand of personal, unsettling horror game design.
Console/PC, Indie, Design

Attend GDC and get Swery's perspective on designing The Missing!  
by Staff [02.14.19]
Game designer Hidetaka "SWERY" Suehiro is coming to GDC 2019 next month discuss the design of his 2018 puzzle-platformer The Missing: J.J. Macfield and the Island of Memories!
Indie, Design, GDC

Blog: Core, focus, and power - A game design methodology  
by Gamasutra Community [02.14.19]
This is how I came upon a methodology I nowadays call "Core, Focus and Power", which can be applied to most any development and delivers solid experiences and an enjoyable development.
Design

BOY, God of War won big at the DICE Awards
by Kris Graft [02.14.19]
At the DICE Summit in Las Vegas tonight, the Academy of Interactive Arts and Sciences awarded game of the year to Sony Santa Monica’s God of War.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production

Mario Maker 2 and a Link's Awakening remake drive today's Nintendo Direct  
by Bryant Francis [02.13.19]
Nintendo's first-party efforts for 2019 include a new Mario Maker game and a remake of the Game Boy classic The Legend of Zelda: Link's Awakening.
Console/PC, Design, Business/Marketing, Video

Video: How to invite player creativity through game mechanics  
by Staff [02.13.19]
At GDC 2017 game designer Holly Gramazio shares a dozen different ways games can encourage player creativity, as well as some guidance on how to make your players feel comfortable being creative!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Don't Miss: How Nintendo designed the inviting mini-world of Animal Crossing 4
by Staff [02.13.19]
In this classic 2013 interview, Gamasutra sits down with Nintendo producer Katsuya Eguchi -- also the producer of the Wii Sports series -- to ask him some questions about the design of Animal Crossing.
Console/PC, Design

Get a job: Obsidian Entertainment is hiring a Sound Designer  
by Staff [02.13.19]
Obsidian is looking for a creative Sound Designer with the capability to design and implement assets, manage entire projects, and specialize in key audio systems.
Audio, Design, Recruitment

Come to GDC and see how VR was used to build a 'micro-amusement park'  
by Staff [02.13.19]
Last year the team at Two Bit Circus opened an innovative interactive 'micro-amusement park' in L.A. that's full of wild VR experiences, and now they're coming to GDC 2019 to show you how they did it!
VR, Design, Business/Marketing, GDC

Amy Hennig sees a social future for storytelling games 3
by Bryant Francis [02.12.19]
In a chat with Double Fine boss Tim Schafer at DICE 2019, Amy Hennig talked about a more frictionless game experience and why storytelling games can be better when played together.
Console/PC, Design