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June 24, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Updates » Design
Don't Miss: What can game designers learn from the original Legend of Zelda? 69
by Mike Stout [04.06.18]
In this classic feature, Mike Stout (Ratchet & Clank, Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

V&A Museum to highlight game design innovations in coming exhibit  
by Alissa McAloon [04.06.18]
The museum will be hosting an exhibit that seeks to explore recent evolutions in game design innovations and their growing impact on players and communities.
Indie, Design

Join us for a stream of Sea of Thieves at 3PM EDT!  
by Bryant Francis [04.06.18]
The Gamasutra editorial team is boarding a galleon and setting sail today with Sea of Thieves at 3PM EDT.
Console/PC, Design, Video

Blog: Here's an easy way to improve lerp smoothing 10
by Gamasutra Community [04.06.18]
Using value = lerp(value, target, speed) to smoothly animate a value is a common pattern. A trivial change can make it frame rate independent and easier to tune.
Programming, Design, Production

Reel Talk: A taxonomy of fishing mini-games 11
by Gamasutra Community [04.06.18]
"Fishing is probably the most common mini-game in gaming history," writes game dev Davide Aversa. "How can we classify them? Can we create something new?"
Console/PC, Smartphone/Tablet, Indie, Design

How Square struggled to fit Mario into an RPG for Super Mario RPG 1
by Alex Wawro [04.05.18]
"We didn’t want to make a 'normal' RPG that simply substituted in Mario characters, like some cheap Final Fantasy sprite-swap," said director Chihiro Fujioka in newly-translated interviews from 1995.
Console/PC, Design

Video: Nuke Possum Springs - A Night in the Woods postmortem  
by Staff [04.05.18]
In this 2018 GDC talk, Night in the Woods co-creator Scott Benson presents a discussion of the ups, downs, design philosophies, and decisions that went into making the award-winning game.
Indie, Design, Production, Video

Don't Miss: Exploring color theory and production design in the classic Spyro the Dragon 1
by Gamasutra Community [04.05.18]
John Fiorito and Craig Stitt share some of the ways they used color to focus player emotion and create a vibrant 3D world during the PS1 era for original Spyro the Dragon.
Console/PC, Art, Design

Ubisoft to prioritize 'toxicity management' in Rainbow Six: Siege  
by Chris Kerr [04.05.18]
Ubisoft wants to stamp out toxicity from its popular online shooter Rainbow Six: Siege, and will be tackling the issue head on over the coming years.  
Console/PC, Design, Business/Marketing

Blog: The four basics of open world storytelling  
by Gamasutra Community [04.05.18]
Open worlds and sandboxes are scary places for narrative designers. Whatever your mechanics may be, adhering to these four basic mantras will help players better engage with and understand your story.
Design

Helping players relate to the heroine of Night in the Woods 1
by John Harris [04.05.18]
In the wake of an IGF Award win, read Night in the Woods co-creator Scott Benson's thoughts about why its feline heroine Mae feels real and relatable to an audience that has latched on to the game.
Console/PC, Indie, Design, Video

Video: A Mortician's Tale dev offers a fresh view of death in games  
by Staff [04.04.18]
At GDC 2018 A Mortician's Tale dev Gabby DaRienzo explores how games are innovating on death mechanics and shares some insight into how you can best explore death in your own work.
Indie, Design, Video

Weekly Jobs Roundup: Insomniac Games, Magic Leap, and more are hiring now!  
by Staff [04.04.18]
Companies like Cold Iron Studios and Infinity Ward are a looking for everything from Associate Producers to QA Testers on the Gamasutra Job Board.
Console/PC, Programming, Design, Production, Recruitment

It's more than luck: what devs should keep in mind when creating an 'indie hit' 5
by Alissa McAloon [04.04.18]
"If you are not confident in being able to explain why the hits hit and why the others do not, you shouldn't be confident about your game's chances either," explains Ryan Clark.
Indie, Design, Business/Marketing, Video

Don't Miss: How Slime Rancher succeeds through emergent storytelling  
by Staff [04.04.18]
Monomi Park chief Nick Popovich speaks at length about the "secret sauce" that helped Slime Rancher's slimes capture so many players' hearts: the stories they helped the player tell.
Console/PC, Indie, Design

Blog: Thinking about social interaction systems  
by Gamasutra Community [04.04.18]
After playing Middle-earth and Animal Crossing I noticed they used systems in a social context, and started thinking about what social interaction systems are, and how they stand out.
Console/PC, Design

Blog: Working on controversial shooter Six Days in Fallujah 1
by Gamasutra Community [04.04.18]
The tactical military shooter Six Days in Fallujah was in many ways an idea too ahead of its time. Here are some of the challenges I saw working on the game.
Design

Making a roguelike in 7 days: An exhaustive postmortem 6
by Gamasutra Community [04.04.18]
An in-depth look at the planning, UI, mechanics, content and more that went into over 80 hours spent during the Seven Day Roguelike Challenge.
Design, Production

Video: Yoko Taro and Platinum Games' postmortem of Nier: Automata  
by Staff [04.03.18]
At GDC 2018, Nier: Automata director Yoko Taro and Platinum Games' Takahisa Taura took to the stage to talk a bit about how (and why) they worked together to design the game.
Console/PC, Design, Production, Video, Vault

Get a job: Housemarque is looking for a Sr. Game Designer  
by Staff [04.03.18]
Housemarque is looking for a Sr. Game Designer to focus on designing, tweaking, and optimizing the player experience for an unannounced triple-A project.
Design, Recruitment