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December 14, 2018
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Updates » Design
UBM India announces the premiere edition of Game Development and Design Conference
by UBM India [12.11.18]
UBM India has announced the premiere edition of Game Development and Design Conference (GDDC) slated for February 21st-22nd 2019 in Pune.
Programming, Art, Audio, Design, Production, Business/Marketing

Best of 2018: Reversing the sunk cost fallacy - Devs recount regrettable cuts 2
by Richard Moss [12.10.18]
"We should abandon that feature, even though we've sunk so much time and effort into it!" Sometimes this is the right call, but other times, maybe not -- as these dev stories suggest.
Console/PC, Indie, Design, Production

Catch new & classic GDC talks broadcasting live on the GDC Twitch channel  
by Staff [12.10.18]
The official Game Developers Conference Twitch channel has begun broadcasting gems from the GDC Vault of game development talks, roundtables, and postmortems, and you can tune in live now to watch!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video

See BioWare deconstruct the flight and movement of Anthem at GDC 2019 1
by Staff [12.10.18]
At GDC 2019 BioWare's David Hoang & Daniel Nordlander will reveal the process they used to create some of the more exotic traversal abilities players have at their disposal in Anthem: flight and swim.
Console/PC, Social/Online, Design, GDC

Don't Miss: How id Software created the original Doom 8
by Alexander Antoniades [12.10.18]
As the Doom franchise celebrates its 25th anniversary, we revisit a 1994 interview from the very first Game Developer mag to learn how id Software cooked up the original hellish shooter.
Console/PC, Design, Production

Game Tech Deep Dive: The fast and furious window shaders of Forza Horizon 4 2
by Gareth Harwood [12.10.18]
Gareth Harwood, technical art director at Playground Games, offers an in-depth run-down of the shaders used to give buildings realistic rooms in the fast and beautiful Forza Horizon 4.
Console/PC, Art, Design, Deep Dive

Video Game Deep Cuts: Smash That Punch-Out, Hard  
by Gamasutra Staff [12.09.18]
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a looks at the latest acclaimed Smash Bros. game, & a multitude of other neatness.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: The GDC 2011 game design challenge  
by Staff [12.07.18]
In this classic 2011 GDC game design challenge, Jenova Chen, Jason Rohrer and John Romero all pitch hypothetical games that create a combination of gameplay and religious concepts.
Console/PC, Design, Video

Weekly Jobs Roundup: Sucker Punch, Sony PlayStation, and more are hiring now!  
by Staff [12.07.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment

Don't Miss: Deconstructing the art design of Journey  
by Steve Johnson [12.07.18]
Thatgamecompany's Journey is dominated by gentle slopes, but in this GDC 2013 talk its art director, Matt Nava, explains how the game's art direction coalesced through rocky starts and sharp turns.
Art, Design

God of War and Red Dead Redemption 2 win big at The Game Awards  
by Chris Kerr [12.07.18]
The overall winner on the night was God of War, which took home the coveted Game of the Year and Best Game Direction awards, along with the prize for Best Action-Adventure Game. 
Art, Design, Production, Business/Marketing

How enemy AI works in Dicey Dungeons 4
by Gamasutra Community [12.07.18]
A detailed write up how the new enemy AI works in my game, Dicey Dungeons. I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
Console/PC, Programming, Design

Video: The process of polishing Uncharted 3 for release  
by Staff [12.06.18]
In this GDC 2012 session, Naughty Dog's Benson Russell goes over the approach and principles that Naughty Dog used to make games like Uncharted 3 as polished as possible.
Console/PC, Design, Video

Counter-Strike: Global Offensive adds battle royale mode, goes free-to-play 1
by Emma Kidwell [12.06.18]
Valve announced today that online multiplayer shooter Counter Strike: Global Offensive is receiving a battle royale mode titled Danger Zone, in addition to the base game adopting a free-to-play model. 
Console/PC, Design

Making exposition optional in Red Dead Redemption II 1
by Emma Kidwell [12.06.18]
Co-head of the Rockstar Games studio in Scotland Rob Nelson speaks with VentureBeat about the development of Red Dead Redemption II.
Console/PC, Design

Don't Miss: Balancing storytelling and player choice in Prey 1
by Alex Wiltshire [12.06.18]
Lead designer Ricardo Bare gives a detailed (and spoiler-heavy) breakdown of the narrative design of Arkane Studio's emergent sim Prey.
Console/PC, Design

Enjoy deep dives into two classic Spider-Man games (one old, one new) at GDC 2019!  
by Staff [12.06.18]
Love Spider-Man games? Then you'll love GDC 2019, which boasts both a ton of insightful talks on Insomniac's Marvel's Spider-Man and a postmortem of the web-swinging in Treyarch's 2004 classic Spider-Man 2!
Console/PC, Design, GDC

Blog: Embracing the pseudo-hallucinatory phenomena induced by games 4
by Gamasutra Community [12.06.18]
Is the marketing campaign for Tetris Effect one of first to acknowledge that games are capable of producing hallucinatory-like phenomena?
Console/PC, Design

Watch Parkitect's developers explain the design of their theme park sim  
by Bryant Francis [12.05.18]
Learn how the developers of Parkitect carved their niche in the theme park management sim space.
Console/PC, Design, Video

Virtuos offers dev advice on porting games to the Switch
by Emma Kidwell [12.05.18]
Geek.com published an interview with Virtuos, a video game outsourcing studio known for porting big third-party titles like Dark Souls: Remastered and Starlink: Battle for Atlas.
Console/PC, Design