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March 19, 2018
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Updates » Design
Don't Miss: A look at the tabletop RPG that inspired Darkest Dungeon  
by Staff [01.18.18]
Like Darkest Dungeon, Torchbearer is a love-letter to the 1st Edition D&D dungeon crawl. But each goes a step further in emphasizing scarcity, and the grittier aspects of dungeon-delving.
Indie, Design

How Shooty Skies dev Mighty Games aims to do serious games right 1
by Katherine Cross [01.18.18]
Contributor Katherine Cross chats with the team at Australian indie Mighty Games about their new serious games branch, Mighty Serious, and the ethics of making F2P games about real-world issues.
Smartphone/Tablet, Indie, Serious, Design, Business/Marketing

Learn to build better, more accessible games for PC and VR at GDC 2018  
by Staff [01.18.18]
Funomena chief Robin Hunicke will take the stage at GDC 2018 to share tips on making games for both PC and VR, based on Funomena's own experience shipping Luna on both VR and non-VR platforms,
VR, Console/PC, Indie, Design, GDC

Blog: Player relationship types in Hades' Star  
by Gamasutra Community [01.18.18]
Very often in social games, the same feature can result in significantly different player experiences. In this post we present some examples from our own game.
Design, Production

Inside the Harebrained task of reviving Battletech  
by Bryant Francis [01.18.18]
Battletech game director Mike McCain of Harebrained Schemes sits down to discuss the digital revival of Battletech and its broader implications for strategy game design.
Console/PC, Design, Video

How audio and visual effects sell combat in The Signal From Tölva  
by Emma Kidwell [01.17.18]
Founder of studio Big Robot Jim Rossignol discusses how bright visual effects and sci-fi sound clips contributed to enhancing how it feels to shoot guns in The Signal From Tölva.
Indie, Design

How InnerSpace's developers made a flying game that has no 'up'  
by Bryant Francis [01.17.18]
The developers behind InnerSpace share secrets about odd flying games and optimizing your title for the Nintendo Switch.
Console/PC, Design, Video

Weekly Jobs Roundup: Ubiquity6, Imangi Studios, and more are hiring now!  
by Staff [01.17.18]
If you're a programmer, engineer, designer, UI artist, or community manager looking for work in game development, these companies are currently taking applications.
Programming, Art, Design, Business/Marketing, Recruitment

Don't Miss: The nuts and bolts of Fable III 4
by Staff [01.17.18]
With a new Fable game reportedly on the way, now's a great time to take a look back at this 2010 interview with Fable III's lead designer Josh Atkins on the road to the last major Fable release.

Get tips from Riot on how to design for player behavior at GDC 2018 1
by Staff [01.17.18]
At GDC 2018 Riot's Kimberly Voll will look in depth at the League of Legends dev's latest understanding of the "how" and "why" in player behavior, with an emphasis on practical design applications.
Social/Online, Design, GDC

Chat with the developers behind InnerSpace today at 3PM EST  
by Bryant Francis [01.17.18]
We're chatting with the developers behind the new indie alien flying game InnerSpace at 3PM EST.
Console/PC, Design, Video

Sharpen your level design skills at the GDC 2018 Level Design Workshop!  
by Staff [01.17.18]
From Uncharted to Tacoma and more are all featured in the all-star lineup of talks taking place at this year's GDC Level Design Workshop!
Console/PC, Indie, Design, Production, GDC

Blog: Building useful player models using behavioral profiling  
by Gamasutra Community [01.17.18]
Behavioral profiling is among the most useful of the tools in the arsenal of a game analyst. This post covers some of the profiling basics, and presents notes on popular types of profiles.

7 notable puzzle-platformers every dev should study 3
by Richard Moss [01.17.18]
The puzzle-platformer (a popular contradiction!) remains a difficult genre to do well, an important one to explore, and a crowded one to enter. Here are 7 examples of games that do all three well.
Console/PC, Indie, Design

How collaboration brought Horizon Zero Dawn's writing to life  
by Alissa McAloon [01.16.18]
“It's just one of these examples of how wrong I can be and, really, the importance of collaboration across the disciplines," John Gonzalez recalls one difficult decision from development.
Console/PC, Design, Video

Don't Miss: Taking cues from Shadow of the Colossus to design good companions 1
by Gamasutra Community [01.16.18]
"Compared to some other support characters, Shadow of the Colossus' Agro’s list of gameplay uses is pretty limited but they are perfect for the overall design of the game. There’s nothing unnecessary about him."
Console/PC, Design

Blog: Server syncing solutions and data-driven balancing  
by Gamasuta Community [01.16.18]
Let's talk about the solutions we built for the continuous server syncing of Blood Runs Cold's player data, and the data-driven balancing toolset that let us juggle 400+ ScriptableObjects.
Programming, Design

Don't skip the smorgasbord of great talks at GDC 2018's Indie Games Summit!  
by Staff [01.16.18]
It's 2 months 'til GDC 2018, so organizers want to highlight some great Indie Games Summit talks on everything from portraying death in games to what's involved with porting your game.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: A vivisection of Plague Inc: The Board Game - Part 2  
by Gamasutra Community [01.16.18]
I'm the creator of Plague Inc. and this is part two of a blog series detailing the lessons I learned when creating Plague Inc: The Board Game.

Blog: Combating 'hoarder syndrome' in your game 20
by Gamasutra Community [01.15.18]
Today's post looks at hoarder syndrome in video games to understand how certain designs create it, and the best ways to combat it.