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Updates » Design
Don't Miss: Secret of Mana's enduring influence 24
by Staff [08.17.20]
In this classic back-and-forth, game dev Douglas Wilson and Gamasutra's Christian Nutt reflect on Secret of Mana. What made the game so enduring? And what inspirations does it offer modern developers?
Console/PC, Design, History

Blog: Designing for accessibility in Fake Illusions 1
by Gamasutra Community [08.17.20]
I talk about my accessibility-first design approach and how I applied it to a game idea about optical illusions, by thinking about simplicity, progression, difficulty and more.
Design

Video: Matching the world to the player with procedural regeneration  
by Staff [08.14.20]
In this 2018 GDC talk game designer Heather Robertson introduces the concept of procedural regeneration -- the concept of dynamically altering the world space of a game to fit the style of play.
Indie, Design, Video, Vault

What should a game publishing agreement look like? (& more!)  
by Gamasutra Staff [08.14.20]
Lots happening again this time out. So let’s get it going with an excellent data set from the rather good (but I’m biased) GDC Summer virtual event that took place last week.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: Advice on studio culture, game design, and much more from GDC Summer  
by Alissa McAloon [08.14.20]
Miss GDC Summer last week? Catch up on some of the expert advice from the show in this series of Gamasutra features on everything from monetization and game design to production and studio culture cultivation.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Audio, Design, Production, Business/Marketing

Blog: Game composers and the importance of themes - Part 3  
by Gamasutra Community [08.14.20]
The third in a five-part series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March.
Audio, Design

Blog: Mortal Kombat's John Tobias on the creation and evolution of a franchise  
by Gamasutra Community [08.14.20]
John "Saibot" Tobias talks to Arcade Perfect author David L. Craddock about creating the lore and visual style that defined early entries in the Mortal Kombat franchise.
Console/PC, Design, Production, Business/Marketing

Blog: Analysing the level design in The Witcher 3: Wild Hunt 4
by Gamasutra Community [08.13.20]
A level design breakdown of one of the most iconic levels of The Witcher 3: Wild Hunt, Oxenfurt. Methods and production processes for recreating a level inside UE4.
Console/PC, Design

Video: Speedrunning Skyrim with Skyrim dev Jonah Lobe  
by Staff [08.12.20]
See how runners find the tricks that developers use to make the game functional in order to beat the game at top speeds in this GDC Summer session, now up for free on the official GDC YouTube channel!
Console/PC, Art, Design, Video, Vault

Get a job: Join Airship Syndicate as a Mid to Senior Worldbuilder  
by Staff [08.12.20]
We're currently working on an unannounced PC/console title (with an exciting pedigree), and need help bringing the game world to life.
Design, Recruitment

GDC reveals upcoming virtual program, 2021 event lineup 1
by Staff [08.12.20]
Game Developers Conference 2021 will be a hybrid physical/virtual event taking place online and at the Moscone Center in San Francisco in July next year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: Designing the weapon-crafting system of Mercenary Kings 10
by Staff [08.12.20]
I'm going to explain a challenge we had when developing the weapon customization system, and how we solved it. This question was this: "How do we define and balance all stats for 300 gun parts?"
Console/PC, Indie, Design

Blog: Scope - Choose A Target! Focus! Shoot!  
by Gamasutra Community [08.12.20]
This is the first of a series of articles about Scope, where I try to pass on some of my knowledge on the topic and some mechanisms that help control it.
Console/PC, Design

Three nasty netcode bugs we fixed around Blightbound's launch 6
by Gamasutra Community [08.12.20]
This post discusses three of the more interesting net code bugs I've seen in the past few years, explaining some important netcode principles along the way.
Programming, Design

Why are you making your game's store page unattractive? 4
by Gamasutra Community [08.11.20]
There’s been a lot of discussion on best practices for your video game store page (whether that be console, PC, or even mobile.) And yes, it’s quite important. Here's what you should be doing.
Design, Business/Marketing

Blog: Creating a progression curve for your casual game 1
by Gamasutra Community [08.11.20]
The goal of this article is to show a general approach to the progression curve fitting based on simulations that can be undertaken on a stage of the economy design prior to launch.
Design, Business/Marketing

Game Discoverability Now: How big is your game's Discord? (Not this big!)  
by Simon Carless [08.10.20]
Some of the trends in the biggest/most active video game Discord servers are super interesting, and here's a look at what I learned from checking this out. (Plus, a bunch more info on discoverability!)
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Five secrets of game art direction  
by Chris Kerr [08.07.20]
Getting the art of your game right is a big part of creating something successful, but it isn't easy. In this post, I reveal five lessons I've learned from managing art teams over the past decade.
Art, Design

Blog: The value trap of free-to-play design 5
by Gamasutra Community [08.07.20]
Free-to-play design has attracted many gamers and developers to it for its low cost of entry. Today, we're going to talk about the cost that keeps people playing them to the point of manipulation.
Design

Five tips for making better loot experiences in games 2
by Bryant Francis [08.06.20]
In tabletop games, the art of collation determines how players receive randomized items when buying blind-item packs. According to designer Eric Engelhard, those systems can work in video games too.
Console/PC, Design, GDC