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September 20, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Spider-Man director Ryan Smith is taking your questions at 4:10PM EDT  
by Bryant Francis [09.18.18]
Insomniac Games' Ryan Smith is taking your questions at 4:10PM EDT as we play Spider-Man on the Gamasutra Twitch channel!
Console/PC, Design, Video

Blog: How does video game localization work in 2018? 3
by Gamasutra community [09.18.18]
What is localization? How about right processes and costs? Which tools work well and which languages we should translate to? Let's take a look.
Design, Production

Blog: Bloom's taxonomy of game reviews 3
by Gamasutra Community [09.18.18]
Reviews often spend too much time describing and not a lot of time analysing. This is a discussion of how the use of Bloom's Taxonomy can help address this by systemizing the act of reviewing.
Design, Business/Marketing

Creating the satisfying 'swoosh' effect in Super Lucky's Tale
by Michael Voeller [09.18.18]
Hot on the...tail...of the recent Steam launch of Super Lucky's Tale, game dev Michael Voeller shares exactly how he created the game's satisfying "swoosh" effect.
Console/PC, Programming, Art, Design

Video: Rapid prototyping for Titanfall 2's single-player mode  
by Staff [09.17.18]
In this GDC 2018 talk, Respawn Entertainment's Christopher Dionne explains a rapid-prototyping technique that helped the studio quickly build levels in Titanfall 2's single-player mode.
Console/PC, Design, Video

Warren Spector shares how to find personal success in the game industry  
by Emma Kidwell [09.17.18]
Deus Ex director Warren Spector delivered a keynote about developer success at the Midwest Game Developers Conference, which the Wisconsin Game Alliance has uploaded to their YouTube channel.
Console/PC, Design, Video

Don't Miss: A look at what makes Kirby's Epic Yarn work so well 5
by Gamasutra Community [09.17.18]
Zack Wood takes a critical look at Nintendo and Good-Feel's Wii platformer Kirby's Epic Yarn, exploring how its cohesive fabric-based worldview sets it apart from other games.
Console/PC, Design

Blog: Evolving classic RTS interactions for VR - Part 2  
by Gamasutra Community [09.17.18]
Here's how we approached the challenge of letting players interact with their units when developing a virtual reality real-time strategy title.
Design

Blog: Object design for web-based games 2
by Gamasutra Community [09.17.18]
Many strong developers building their first web-based game quickly discover that constructing items is not an easy task. This post might help.
Design

Check out the pitch documents for the original Pokemon games  
by Chris Kerr [09.17.18]
The documents offer some interesting insights into the formative days of the now globally recognized franchise, including concept art, sprite designs, and map layouts.
Console/PC, Design, Business/Marketing

Assassin's Creed III creative director explains how he'd update the remaster 1
by Chris Kerr [09.17.18]
For starters, he'd incorporate some of the optional side-missions into the main narrative, primarily because they help present a more well-rounded view of protagonist Connor.
Console/PC, Design

Blog: Why I love physics-based games 1
by Gamasutra Community [09.17.18]
Independent video game developer Peter Stock explores how and why physics can provide enduringly fun gameplay.
Design

Game Design Deep Dive: Creating Falcon Age's feathered companion
by Outerloop Games [09.17.18]
Let’s do a deep dive of the design of the falcon, animation and rig setup, AI and navigation, feather tech, and raptor sounds.
Console/PC, Programming, Design, Production, Video

Video: The iterative programming pipeline of Far Cry 4  
by Staff [09.14.18]
In this 2015 GDC talk, Ubisoft Montreal's Remi Quenin discusses game-changing improvements applied to the programming pipeline of Far Cry 4.
Console/PC, Design, Video

Long-running game dev interview series Don't Die now available in audio form  
by Emma Kidwell [09.14.18]
Interviews with game developers from the series Don't Die have been converted as audio and uploaded to YouTube, featuring discussions with individuals from experimental indies to triple-A vets.
Console/PC, Indie, Design

XRDC speaker Q&A: Chris O'Connor and using VR in the auto biz  
by Bryant Francis [09.14.18]
Zerolight's Chris O'Connor explains how the automotive industry is taking advantage of virtual reality technology in this Q&A for his upcoming XRDC talk.
VR, Design

Don't Miss: The strange, unresolved conflict in Animal Crossing 6
by Ian Bogost [09.14.18]
In this classic 2013 feature Ian Bogost explores how, through the years, Animal Crossing's overall themes remain constant: the strange, unresolved conflict between consumption and naturalism.
Console/PC, Design

Got a great idea for a VR/AR talk? Pitch it for GDC 2019's VRDC!  
by Staff [09.14.18]
Got a great AR/VR/MR talk in mind? If it has to do with games or entertainment in general, GDC 2019 is still accepting VRDC talk submissions -- but only until Friday, October 5th at 11:59 pm Pacific!
VR, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Understanding the design of the 'magic circle' 1
by Gamasutra Community [09.14.18]
The magic circle is a magical world that players step into when entering the world of the game, and it is also very misunderstood from a design perspective.
Design

Head like a hole: The wisdom of Donut County dev Ben Esposito  
by Alex Wawro, Bryant Francis [09.14.18]
Ben Esposito spent six years of his life making a wonderful game about a hole that eats up a California county -- and he learned a lot along the way.
Console/PC, Smartphone/Tablet, Indie, Art, Design, Business/Marketing