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May 9, 2021
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Updates » Design
Don't Miss: The making of Resident Evil 4 8
by Staff [05.07.21]
Resident Evil 4 cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Console/PC, Art, Design

Check out the many incredible Roundtables at GDC 2021  
by Staff [05.07.21]
At the all-digital GDC 2021 (running July 19th – 23rd) you can take part in a number of excellent Roundtables hosted by industry experts.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Genesis Noir leads IGF finalists with four nominations  
by Staff [05.07.21]
Check out the 2021 Independent Games Festival finalists, who will be honored at a virtual ceremony held at Game Developers Conference, running July 19th - 23rd.
Console/PC, Indie, Programming, Art, Design, Production, GDC

Video: Designing Overwatch's social systems  
by Staff [05.06.21]
In this 2019 GDC talk, Blizzard Entertainment's Natasha Miller shares why Blizzard chose to prioritize social systems in Overwatch.
Console/PC, Design, Video

Blog: Why a community and retention strategy matters post-IDFA  
by Gamasutra Community [05.06.21]
Amidst the turmoil of Mega-MAU M&As, privacy changes and the uncertainty on re-targeting, studios may benefit from well-planned and executed community and retention strategies.
Design, Business/Marketing

Video: Obsidian's tools for authoring branching dialogue  
by Staff [05.05.21]
In this 2019 GDC session, Obsidian Entertainment's Carrie Patel & David Szymczyk discuss how narrative designers and game writers can get the most use out of conversation editors.
Console/PC, Programming, Design, Video

Three key discoverability takeaways from the Epic/Apple lawsuit  
by Gamasutra Staff [05.05.21]
What does the Epic/Apple trial data show us about which game platforms are good to make games for? And how has Epic Games Store itself evolved?
VR, Console/PC, Indie, Design, Production, Business/Marketing

Discover how ZA/UM crafted Disco Elysium's outstanding narrative at GDC 2021  
by Staff [05.05.21]
Justin Keenan, one of the writers at ZA/UM who worked on the revered RPG Disco Elysium, will be on-hand at the all-virtual GDC 2021 to talk about shaping the game's outstanding narrative. GDC 2021 takes place July 19-23.
Console/PC, Indie, Design, GDC

Don't Miss: A classic postmortem of BioWare's Star Wars: Knights of the Old Republic 2
by Staff [05.04.21]
Creating a new type of combat system inside a 60-hour RPG was a daunting task. Yet that's exactly what BioWare did with its classic Star Wars: Knights of the Old Republic.
Console/PC, Design

Blog: Storytelling through skill trees 3
by Gamasutra Community [05.04.21]
Discussing observations in developmental psychology vs how development is presented in video game skill trees, and how those things can help us tell stories.
Console/PC, Indie, Design

What do devs really think of game platform cut?  
by Gamasutra Staff [05.04.21]
We look at the GDC survey on game platform cut and the state of subscription services, as well as lots more neat game discovery news!
Console/PC, Indie, Design, Production, Business/Marketing

Learn how Naughty Dog designed The Last of Us Part II's interactive guitar at GDC 2021  
by Staff [05.04.21]
Learn all about the design goals, challenges, and lessons from designing the interactive guitar mechanic in Naughty Dog's The Last of Us: Part II, both from a musical and technical perspective.
Console/PC, Design, GDC

Here are the different session formats for GDC 2021  
by Staff [04.30.21]
Take a look at the different session formats for the all-digital GDC 2021.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Best of both worlds: How AI helps achieve 'tactical clarity' in Gears Tactics 1
by Gamasutra Community [04.30.21]
Ensuring players can follow the action is critical to turn-based strategy, and in Gears Tactics AI helps make that happen.
Console/PC, Programming, Design

Don't Miss: Insomniac Games' Ratchet & Clank (2016) postmortem 3
by Staff [04.29.21]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Art, Design, Production

Narrative design, indie life with Oxenfree dev Night School - GDC Podcast ep. 19  
by Kris Graft [04.29.21]
On GDC Podcast episode 19 we welcomed Adam Hines and Sean Krankel, cofounders of Night School Studio, developers of games such as Afterparty and the iconic indie game Oxenfree.
Indie, Design, Production, Podcast

Get a job: Join Seismic Squirrel as a Senior Gameplay Designer  
by Staff [04.28.21]
The ideal candidate is driven to create a fun and cohesive gameplay experience, able to empathize with both new players and with experts of the genre.
Design, Recruitment

Don't Miss: Double Fine's 2005 Psychonauts postmortem  
by Alissa McAloon [04.28.21]
Take a look behind the scenes of Double Fine Production's Psychonauts in this 2005 postmortem covering what went right (and what went wrong!) during the iconic platformer's development.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Deep dive: can new Steam browsing options help your game?  
by Gamasutra Staff [04.28.21]
We examine a new taxonomical Steam announcement, showing continued leadership from the platform in 'ways to discover new games' - and lots more discovery goodness.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Video: Verbal interactions with artificially intelligent NPCs  
by Staff [04.28.21]
In this 2019 GDC talk, Square Enix's Gautier Boed introduces a method that leads to more aware, expressive, and lively AI characters that can answer their own needs and interact with the player.
Console/PC, Programming, Design, Video