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February 17, 2020
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Updates » Design
Video Game Deep Cuts: You Got Politics In My Dreams  
by Gamasutra Staff [02.15.20]
The latest highlights include the politics in games discussion re-ignited by Tim Sweeney's DICE comments, the full launch of Media Molecule's Dreams, a look at new games like Wide Ocean Big Jacket, & more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Double Fine, Insomniac, and more are hiring now!  
by Staff [02.14.20]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment

A peek at the risks and reworks that gave Rainbow Six Siege a chance to thrive  
by Alissa McAloon [02.14.20]
An interview on IGN traces the ups and downs of Rainbow Six Siege and explores how the once-troubled game was able to bounce back and become a Ubisoft staple.
Console/PC, Social/Online, Design, Production

Don't Miss: Turning love into a cooperative game mechanic in Haven 1
by Aron Garst [02.14.20]
The team at Haven dev The Game Bakers set out to make a different sort of game about romance and use love, not as a goal or reward, but as a mechanic and system felt throughout every aspect of the game.
Smartphone/Tablet, Indie, Design

Video: Designing custom hardware games Line Wobbler & Beasts of Balance  
by Staff [02.14.20]
In this 2017 GDC session, Alex Fleetwood and Robin Baumgarten discuss the development of two custom hardware games: Baumgarten's Line Wobbler, and Sensible Object's Beasts of Balance.
Indie, Design, Video, Vault

Attend GDC to see how Call of Duty: Modern Warfare balances looks with performance!  
by Staff [02.14.20]
Infinity Ward's Rulon Raymond is coming to GDC 2020 to reveal how a well-curated toolbox of content scaling techniques work in harmony to strike a great balance between visuals and performance.
Console/PC, Programming, Design, GDC

Blog: When history gets interactive 1
by Gamasutra Community [02.14.20]
How did working on a game with professional historians pan out and should you consider doing it too?
Design, Production

Blog: How AlphaStar became a StarCraft grandmaster  
by Gamasutra Community [02.14.20]
Google Deepmind's AlphaStar is now a grandmaster StarCraft player, but how does it work? Let's find out.
Console/PC, Programming, Design

Untitled Goose Game comes out on top at DICE Awards 2
by Kris Graft [02.14.20]
House House's game with the horrible goose won top honors at the DICE Summit in Las Vegas Thursday night, with Control and Death Stranding also winning in multiple categories.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Insomniac Games is hiring an Audio Designer  
by Staff [02.13.20]
Insomniac Games is looking for an audio designer with strong technical skills and Wwise proficiency to create, edit, and implement game-ready audio of the highest quality for AAA projects.
Audio, Design, Recruitment

How Supergiant weaves narrative rewards into Hades' cycle of perpetual death  
by Alissa McAloon [02.13.20]
Supergiant Games’ Greg Kasavin digs into the narrative structure in a recent interview with Rock Paper Shotgun, shedding light on how the studio’s foray into Early Access has fared so far.
Console/PC, Design, Production

Don't Miss: How Neopets has influenced a generation of game developers  
by Emma Kidwell [02.13.20]
Devs around the industry (including Nina Freeman, Kevin Snow, and Claire Hummel) reflect on how the venerable virtual pet website helped jumpstart their careers in game development.
Console/PC, Indie, Art, Design

Kine dev Gwen Frey hopes flexible scopes help devs avoid bad funding deals  
by Staff [02.13.20]
'Being able to walk away from any funding deal and still make a game you are proud of is important,' Frey says. 'I honestly think that is the key to crafting a game with a unique and personal vision.'
Indie, Design, Business/Marketing, GDC

Blog: My experience as a game creator in an artist residency 2
by Gamasutra Community [02.13.20]
This article is about the great experience I got the chance to live in 2019: becaming the first game creator to be selected at Villa Kujoyama, a French Artist Residency program in Kyoto, Japan.
Design

Come to GDC for an inside look at a secret game that helped win WWII  
by Staff [02.12.20]
The story of how young women designed a game to help the Allies win WWII is remarkably well-told in Simon Parkin's new book, and now he's coming to GDC to share rare insights into the game's design!
Serious, Design, History, GDC

Chat with the developers behind Outer Wilds at 3PM EST  
by Bryant Francis [02.12.20]
Learn more about the making of The Outer Wilds in this interview with Loan Verneau and Wesley Martin starting at 3PM EST.
Console/PC, Design, Video

Chat with Control's Mikael Kasurinen and Brooke Maggs at 12PM EST  
by Bryant Francis [02.12.20]
Control game director Mikael Kasurinen and narrative designer Brooke Maggs are taking your questions on the GDC Twitch channel starting at 12PM EST.
Console/PC, Design, Video

Video: Monetization design and overcoming the dark side of gacha  
by Staff [02.11.20]
In this 2019 GDC talk, Pixonic's Vladimir Krasilnikov discusses how a drastic change to the in-game economy of War Robots brought amazing financial results but ultimately upset the community too much.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing, Video, Vault

Attend GDC to see how Disney designed the immersive stories of Star Wars: Galaxy's Edge!  
by Staff [02.11.20]
The Walt Disney Imagineers designed one of the most remarkable immersive entertainment experiences in the world with Star Wars: Galaxy's Edge, and at GDC you'll have a chance to see how they did it!
Console/PC, Social/Online, Design, GDC

And Yet it Hurt: How I made a game played in Notepad
by Gamasutra Community [02.11.20]
And yet it hurt is a game that is played entirely in Notepad. Ludum Dare-winning indie game developer Daniel Haazen explains how he made this unique game.
Console/PC, Indie, Programming, Design, Production