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January 22, 2018
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Updates » Design
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.
Design

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.
Design

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.
Design

Game Design Deep Dive: Creating the 'spherical narrative' in The Invisible Hours 3
by Rob Yescombe [01.15.18]
"VR feels like a mansion full of unopened doors. And behind one of those doors is an undiscovered language of storytelling; an entirely new narrative structure specific to VR."
VR, Console/PC, Indie, Design, Production, Deep Dive

Video Game Deep Cuts: Getting Over Desert Golf's Loot Boxes  
by Gamasutra Staff [01.14.18]
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The state of game development in Africa 4
by Richard Moss [01.12.18]
In this timeless feature, local devs dream of African heroes and mythical beings embraced by people around the world — whatever their ethnicity — in the same way they've embraced the likes of Thor.
Console/PC, Indie, Art, Design, Business/Marketing

Horizon Zero Dawn and PUBG among top 2018 D.I.C.E. Award noms  
by Alissa McAloon [01.12.18]
All in all, 68 games have been nominated for this year’s event including The Legend of Zelda: Breath of the Wild, Gorogoa, and Hellblade: Senua's Sacrifice.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design

Blog: Urban planning for your video game cities 2
by Gamasutra Community [01.12.18]
Let's discuss the basics of urban structure and the three classic city models; a fine way of getting started with imaginary urban planning for your video game cities.
Design

Get a behind-the-scenes look at the Frog Fractions 2 ARG at GDC 2018!  
by Staff [01.12.18]
Writer Justin Bortnick played a key role in orchestrating the Frog Fractions 2 ARG, and at GDC 2018 he plans to reveal the mysteries behind the beloved (and notorious) alternate-reality experience.
Console/PC, Indie, Design, Business/Marketing, GDC

Blog: How to actually finish your first game this year 17
by Gamasutra Community [01.12.18]
They say that your first game should be simple. But what does "simple" even mean? Let's break down that idea.
Design, Production

Blog: Implementing a minimalist container library in C - Part 1 1
by Gamasutra Community [01.12.18]
Game development veteran Niklas Gray explained how to implement a minimalist library of container types in C.
Design, Production

Devs answer: What were the overlooked gems of 2017? 11
by Alan Bradley [01.12.18]
2017 was a remarkable year for the game industry, and so we wanted to check in with devs (who worked on everything from Spelunky to Tacoma) and ask: what game was overlooked last year?
Console/PC, Indie, Design

How XCOM's creative director was inspired by Mario + Rabbids  
by Emma Kidwell [01.11.18]
Creative director and design lead for XCOM at Firaxis Games Jake Solomon explains how Mario + Rabbids inspired him to reevaluate turn-based tactics.
Design

Blog: How Splatoon 2 encourages movement  
by Gamasutra Community [01.11.18]
Breaking down how the Splatoon series encourages movement, and makes strategic motion critical to winning matches.
Console/PC, Design

Blog: The limitations of matchmaking without server logic 6
by Gamasutra Community [01.11.18]
This post discusses the matchmaking approaches we tried in Awesomenauts, and why we ultimately developed our own from scratch.
Programming, Design