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October 19, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Video: The development process of Klei Entertainment's Shank  
by Staff [10.19.18]
In this GDC 2011 session, Klei Entertainment's Jamie Cheng talks about the development process that gave birth to Shank, which would propel Klei onto the global game-making stage.
Console/PC, Design, Video

Weekly Jobs Roundup: Square Enix, Schell Games, and more are hiring now!  
by Staff [10.19.18]
Here are just some of the many developers looking for artists, designers, programmers, and more right now on the Gamasutra Job Board.
Indie, Programming, Art, Design, Production, Recruitment

We're talking to Sunless Skies writer James Chew at 3PM EDT  
by Bryant Francis [10.19.18]
Join us for a chat with one of the writers behind Sunless Skies.
Console/PC, Design, Video

Blog: Designing the boss battles in Shovel Knight- Part 3  
by Gamasutra Community [10.19.18]
In the third and final batch of exclusive material from David L. Craddock's 'Shovel Knight' book, the author discusses how developer Yacht Club Games designed the Tinker Knight boss battle.
Console/PC, Design, Production

XRDC Q&A: Owlchemy Labs' Andrew Eiche and Devin Reimer explore VR interactions  
by Bryant Francis [10.19.18]
Devin Reimer and Andrew Eiche of Owlchemy Labs share their thoughts on what's changed in VR interaction design.
VR, Design

Games as a service drives huge market value spike for EA, Activision  
by Chris Kerr [10.19.18]
The combined market value of U.S. publishers EA and Activision has grown by $79 billion since 2012, largely thanks to the success of the games-as-a-service model.
Console/PC, Design, Business/Marketing

The four atoms of cooperative video games 3
by Thierry LAURET [10.19.18]
Ubisoft Quebec level designer Thierry Lauret outlines four types of ways to design and play PvE co-op video games.
Design

Don't Miss: Looking back at Left 4 Dead's dynamic AI 6
by Gamasutra Community [10.18.18]
With both L4D games hitting Xbox One via backward compatibility, take a look back at this 2013 blog about the unique way the series’ AI system fueled the procedural narrative of the classic zombie game.
Console/PC, Design

Facebook sponsors cutting-edge XRDC talks on VR art and AR design  
by Staff [10.18.18]
From designing effects in Facebook's Spark AR platform to rendering work created with the VR art tool Quill on Oculus' standalone Quest headset, these are XRDC talks you won't want to miss!
VR, Design

Blog: Designing the boss battles in Shovel Knight - Part 2  
by Gamasutra Community [10.18.18]
Here's how developer Yacht Club Games designed Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight boss battles.
Design

Alt.Ctrl.GDC Inspirations: The award-winning Puppet Pandemonium!  
by Staff [10.18.18]
GDC 2019 seeks your great offbeat controller games for Alt.Ctrl.GDC! The submission deadline is November 30th, and to inspire you we're highlighting some prior standouts -- like Puppet Pandemonium!
Indie, Design, alt ctrl gdc

Blog: Creating Sprint Vector's fluid locomotion technology  
by Gamasutra Community [10.18.18]
Never a developer to shy away from a technical challenge, Survios's second game Sprint Vector was created to tackle an issue persistent in VR since its inception: locomotion.
VR, Design

Secretly console first: A better approach to multi-platform game UI design
by David Sinclair [10.18.18]
This article is aimed at UI minded folks working on AAA/AA games with a view to helping them to avoid creating problems for themselves while still providing a great player experience.
Console/PC, Design

Video: Creating the flooding effects in Uncharted 3 1
by Staff [10.17.18]
In this GDC 2012 talk, Naughty Dog's Eben Cook breaks down of one the flood effects used in Uncharted 3, discussing how a fluid simulation was used to inspire the final look.
Console/PC, Design, Video

The uphill battle of getting Katamari Damacy noticed by Namco 1
by Emma Kidwell [10.17.18]
In an excerpt from the upcoming book Katamari Damacy, Keita Takahashi discussed the uphill battle of trying to get his pitch accepted at Namco.
Console/PC, Design

Don't Miss: Designing Dream Daddy's character creator to deepen engagement 2
by Staff [10.17.18]
"It was really important to us throughout the entirety of development of this game that we made something that felt inclusive to as many people as possible."
Console/PC, Indie, Design

XRDC speaker Q&A: Thomas Jon Caruso on the power of VR therapy  
by Bryant Francis [10.17.18]
Thomas Jon Caruso discusses how medical VR is helping kids at Stanford's Lucile Packard Children's Hospital and his upcoming XRDC session.
VR, Design

Get tips on making better VR games straight from Viveport at XRDC  
by Staff [10.17.18]
You'll want to see these XRDC talks if you're at all curious about the state & future of the VR market, as Viveport is HTC's VR app store and one of the big markets for VR games and entertainment.
VR, Design, Business/Marketing

GDC 2019 is now open for registration!  
by Staff [10.17.18]
Now's the time to register for GDC 2019! You'll want to look at pass options and register early to get the best price. Plus, some passes have limited quantities so if you’re interested, don't wait!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Rockstar debacle prompts devs to spotlight their crunch-free games  
by Chris Kerr [10.17.18]
One particularly interesting response to the Rockstar debacle came from Vlambeer co-founder Jan Willem Nijman, who implored his fellow devs to spotlight their crunch-free projects.
Design, Production, Business/Marketing