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March 22, 2018
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Updates » Design
How a lack of control fosters empathy in Bury Me, My Love  
by Emma Kidwell [03.22.18]
Bury Me, My Love's Florent Maurin spoke at GDC to explain how designing outside of conventional norms helps create a feeling of helplessness.
Smartphone/Tablet, Serious, Design, GDC

How Capcom designed Monster Hunter: World to feel approachable and alive  
by Alex Wawro [03.22.18]
"This is how we were able to realize Monster Hunter: World’s most ambitious change," said game director Yuya Tokuda at GDC 2018 today. "To make it possible to use the environment.”
Console/PC, Design, GDC

How (and why) you should better represent Muslims in your games  
by Alex Wawro [03.22.18]
“Muslims have a public image problem. And it’s sometimes dangerous to be Muslim,” game designer Osama Dorias said at GDC today. “So we need help addressing the public image problem.”
Console/PC, Smartphone/Tablet, Indie, Design, GDC

Sonic the Hedgehog's origin story, according to the devs who made him 1
by Alex Wawro [03.21.18]
At GDC today original Sonic devs Naoto Oshima and Hirokazu Yasuhara talked about how they designed the game's iconic main character and its many twisting, turning levels.
Console/PC, Art, Design, History, GDC

How Mario Kart influenced Nintendo's fighting game, ARMS  
by Simon Parkin [03.21.18]
While there may appear to be few surface-level similarities between the games, lessons learned from Nintendo’s long-running racing game series informed many aspects of its new fighting game IP.
Console/PC, Design, GDC

How Platinum designed and tuned Nier: Automata to 'feel' good  
by Alex Wawro [03.21.18]
Game director Yoko Taro talks about how the game's multi-layered narrative was designed, while game designer Takahisa Taura digs into the nuts and bolts of how it was tuned to 'feel' good.
Console/PC, Design, GDC

There is no right way to be queen in Reigns: Her Majesty 1
by Emma Kidwell [03.21.18]
Narrative designer and writer Leigh Alexander discusses the narrative design of Reigns: Her Majesty.
Console/PC, Smartphone/Tablet, Design, Production, GDC

Sex as a narrative tool: The dos and don'ts of writing sex scenes in games 2
by Alissa McAloon [03.21.18]
As Michelle Clough explained during her talk “Eros in Play: Writing Sex Scenes in Games,” sex can be a useful tool for writers and narrative designers looking to flesh out their characters and worlds.
Design, GDC

Translating the 2D hardbody towers of Mount Your Friends into 3D  
by Jack Yarwood [03.21.18]
Mount Your Friends dev Daniel Steger opens up about the weird challenges and surprises of taking the 2D game into 3D as Mount Your Friends 3D: A Hard Man Is Good To Climb.
Indie, Design

Ex-BioWare scribe Mike Laidlaw shares storytelling lessons  
by Katherine Cross [03.20.18]
Mike Laidlaw, who recently stepped down as creative director at BioWare, took a break from his new consulting firm to talk to GDC about what he’s learned about writing and narrative design from his many years with the legendary game studio.
Design, GDC

Military-themed video games can promote a damaging vision of real war 6
by Simon Parkin [03.20.18]
“We need less killing and more war,” argued writer and veteran Andrew Barron. “Combat is dangerous and game mechanics should reflect this.”
Console/PC, Design, GDC

Crytek will now take a 5% cut from games made using CryEngine 5.5  
by Emma Kidwell [03.20.18]
Crytek announced a new royatly-based business model where the company will take a 5 percent share of profits from games built with CryEngine 5.5.
Console/PC, Design, Business/Marketing

Writing comedic games the West of Loathing way  
by Alex Wawro [03.20.18]
“Taking about comedy is one of the least funny things,” said West of Loathing game dev Zach Johnson as he opened his talk at GDC 2018 today about the art of writing good comedy games.
Indie, Design, GDC

The player-directed level design of Tacoma  
by Emma Kidwell [03.20.18]
Fullbright's Steve Gaynor and Nina Freeman discuss the level design of Tacoma and how different facets of design depended on each other during development.
Indie, Design, Production, GDC

SimCity creator Will Wright's new game will harvest your memories 2
by Chris Kerr [03.20.18]
"This is a game where we actually uncover the hidden you, your subconscious, your inner-Id, and bring it to the surface and bring it to life so you can interact with it."
Smartphone/Tablet, Design, Video, GDC

Unity getting new rendering, machine learning, and performance tools  
by Chris Kerr [03.20.18]
Unity shared a glimpse of its 2018 roadmap at GDC, explaining it'll be focusing on building out next level rendering, machine learning, and performance tools.
Programming, Design, Production, GDC

Blog: Working with pixel art sprites in Unity 3
by Gamasutra Community [03.20.18]
A how-to series about importing, animating, and placing 2D sprites in Unity while using the actual Unity editor as little as possible.
Art, Design

Blog: Designing more social multiplayer games via the Trust Spectrum 16
by Gamasutra Community [03.20.18]
Working with Google, vetern game dev Raph Koster shares a design lens and framework (built on extensive research, prototypes, & metrics) for designing prosocial games that build trust between players.
Social/Online, Serious, Design

Using data to look at what VR games get right (and wrong) about accessibility  
by Alissa McAloon [03.19.18]
Devs are still figuring out VR and, as Owlchemy Labs’ Andrew Eiche and Cy Wise explained, that makes now the perfect time to figure out how to design in a way that addresses accessibility issues.
VR, Design

Building a partnership between writers and narrative designers  
by Katherine Cross [03.19.18]
Telltale Games' Eric Stirpe and Molly Maloney discuss the difference between narrative design and writing for games.
Console/PC, Design, GDC