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September 19, 2017
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Updates » Design
Oculus Rift SDK introduces suite of VR audio tools  
by Alissa McAloon [09.19.17]
Oculus has introduced a handful of new features to its Rift SDK that all seek to give game developers the ability to create immersive VR experiences through quality, spatialized audio.
VR, Audio, Design, Video

Don't Miss: How Final Fantasy IX and other Final Fantasy games influence modern devs 4
by Staff [09.19.17]
Final Fantasy was the first game that really made you feel something for characters, and feel that the game world meant something," says Andrew Allanson, whose YIIK was inspired by the franchise.
Console/PC, Art, Design

The GDC 2018 Mobile Summit seeks your great talk submissions!  
by Staff [09.19.17]
Heads up: organizers are still accepting pitches for Summit sessions at Game Developers Conference 2018, which is coming back to the Moscone Center in San Francisco March 19-23, 2018!
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Follow Gamasutra's VRDC 2017 coverage right here!  
by Staff [09.19.17]
VRDC Fall 2017 is happening this week! Gamasutra will be there to cover a wide variety of talks, panels, and demos during the show, which is happening this Thursday and Friday, September 21-22.
VR, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: How playing games can advance science  
by Gamasutra Community [09.19.17]
This post explains why many of the games people play today could help advance science, and introduces some topics I would love to discuss with game designers and developers.
Design

Blog: How I created two games with a stranger from Reddit  
by Gamasutra Community [09.19.17]
Interested in making a new artist contact and in making a few small-scope games; I reached out to the /r/INAT subreddit with an open request for a collaboration.
Design, Production

Game Design Deep Dive: Mixing VR and non-VR in Lola and the Giant  
by Matt Duff [09.19.17]
"VR, especially mobile VR, can be an isolating experience. We decided to try and create some way that the adventure could be enjoyed by both the player using the VR device and by everyone else in the room."
VR, Smartphone/Tablet, Design, Video, Deep Dive

Video: Designing competitive game AI the Killer Instinct way  
by Staff [09.18.17]
At GDC 2016, two of the key devs behind fighting game Killer Instinct's intriguing Shadow system share knowledge and offer tips on addressing common problems with AI in competitive games.
Console/PC, Programming, Design, Video, Vault

Don't Miss: Creating compelling puzzles in Rise of the Tomb Raider 3
by Staff [09.18.17]
Crystal Dynamics' senior designer Jeff Wajcs discusses the different elements that go into creating the perfect puzzle in this interview following the release of Rise of the Tomb Raider.
Console/PC, Design

VRDC Speaker Q&A: Survios' Mike McTyre discusses developing Raw Data  
by Emma Kidwell [09.18.17]
Mike McTyre of Survios discusses the practical lessons learned from building VR title Raw Data.
VR, Design, VRDC

Blog: Design tips for creating your game's opening level 2
by Gamasutra Community [09.18.17]
A game's opening level is like a first impression and needs a different design approach. In this article, I'll go through what sets Level 1-1 apart from other levels in 3D platformer, Suzy Cube.
Design

Blog: Creating a dynamic tile system in Fossil Hunters 9
by Gamasutra Community [09.18.17]
What is a dynamic tile system, what solutions exist, and why did we create our own custom solution for Fossil Hunters? I explain the thinking behind our choices and detail our unique approach.
Design

Upgrading the Nemesis system for Middle-earth: Shadow of War 1
by Bryant Francis [09.18.17]
The well-received Nemesis System from Middle-earth: Shadow of Mordor, dubbed an "orc management simulator" by some, is getting upgraded to include more emergent narrative potential in the sequel.
Console/PC, Design, Video

Video Game Deep Cuts: An HDR Tooth Nindie Tail? 2
by Gamasutra Staff [09.17.17]
Top game articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Gamasutra plays the new Dishonored adventure with Harvey Smith  
by Bryant Francis [09.15.17]
Dishonored: Death of the Outsider creative director Harvey Smith sat down to talk with us about the development of the new DLC.
Console/PC, Design, Video

How the Tekken team has been working for a decade to knock out lag  
by Alex Wawro [09.15.17]
"10 years ago, we started to gradually change the base game," Tekken series producer/director Katsuhiro Harada tells Gamasutra. ""I think many games/genres will need to be fundamentally reevaluated."
Social/Online, Design

Emerging scene on display at Brazilian Independent Game Festival  
by Jason Johnson [09.15.17]
“We have a responsibility to foster indie games, because we’re never going to have triple-A development in Brazil. If games are going to be strong here, it’s going to be an indie industry.”
Console/PC, Indie, Design, Business/Marketing

We're streaming the Dishonored 2 DLC with Harvey Smith today at 3PM EDT  
by Bryant Francis [09.15.17]
We're talking about the art and business of assassinating mysterious godlike entities today at 3PM EDT.
Console/PC, Design, Video

Blog: How real-world politics could improve your game 3
by Gamasutra Community [09.15.17]
Many game developers shy away from real-world politics in their virtual worlds, but taking inspiration from contemporary politics, history, and culture can make narratives richer and more compelling.
Art, Design

Blog: The life and merciful death of the fad controller 14
by Gamasutra Community [09.15.17]
Brave game designers are never satisfied with the mere perfection of the game console controller. They're always coming up with new, weird fad controllers to tempt us.
Console/PC, Design