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March 23, 2019
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Updates » Design
Best of 2018: 'BOY' was Atreus tricky to implement, says God of War lead 10
by Steven T. Wright [12.14.18]
"I was told multiple times, 'scale it back, change it so he's simpler,'" said God of War director Cory Barlog. "I was even told to consider cutting him out of the game."
Console/PC, Design

Blog: PRNGs and controlling fate in video games 4
by Gamasutra Community [12.14.18]
This article delves into the details of the properties of Pseudo Random Number Generators, and how game designers can use them.
Console/PC, Design

Blog: What trends should you know about going into 2019?  
by Gamasutra Community [12.14.18]
Observations from working on 50+ indie game marketing campaigns in 2018 -- and some tips for how to give your game the best chance of success in 2019.
Design, Business/Marketing

Human values in game design: An approach for emergent storytelling 3
by Gamasutra Community [12.14.18]
11 bit Studios lead designer Jakub Stokalski outlines his "values-driven game design approach" that was implemented in the hit game Frostpunk.
Design

League of Legends will no longer support Windows XP and Vista in 2019  
by Emma Kidwell [12.13.18]
League of Legends is officially ending support for Windows XP and Vista as of May 14, 2019. 
Social/Online, Design

Blog: How I faked Desert Child's striking 3D visuals 1
by Chris Kerr [12.13.18]
Oscar Brittain and Akupara Games are releasing Desert Child on Switch, Xbox, PS4, and Steam on December 11. Oscar hit us with the following tech blog on how he 'faked' the game's striking 3D look.
Console/PC, Programming, Art, Design

How 'user stories' can help players grasp new content
by Gamasutra Community [12.13.18]
An in-depth look at why creating "user stories" is one of the main tricks in a game developer's arsenal.
Design

Video: The living world of The Witcher 3: The Wild Hunt
by Staff [12.12.18]
In this GDC 2016 session, CD Projekt Red's Matthew Steinke explains how he developed a role-playing experience that would provide players with gameplay spanning the vast open world of The Witcher 3: The Wild Hunt.
Console/PC, Design, Video

Get a job: Colorado-based Jade Ember Studios is hiring a Level Designer  
by Staff [12.12.18]
Jade Ember Studios is looking for a Level Designer with 1-3 years of professional experience to join the team in creating an original action/adventure 3D title in the metroidvania genre for PC and consoles.
Design, Recruitment

Play these 20 unique games at GDC 2019's alt.ctrl.GDC showcase!  
by Staff [12.12.18]
One of these alternative controller games will win the alt.ctrl.GDC Award -- which includes a $3k prize plus a special trophy handmade by game maker Robin Baumgarten -- at the IGF ceremony during GDC!
Console/PC, Indie, Design, alt ctrl gdc

Get game design tips and tricks from Dead Cells' co-creator at GDC 2019  
by Staff [12.12.18]
Motion Twin's Sebastien Benard will be at GDC to deliver a neat Design track talk about the little things (from controls to particles) that turned out to make Dead Cells a significantly better game. 
Indie, Design, GDC

Blog: How should you define XP thresholds? 4
by Gamasutra Community [12.12.18]
An increasing number of games include progression trees in their core gameplay experience, but how should you compute the values associated with each threshold?
Design

Catching up with indie studio Tomorrow Corporation
by John Harris [12.12.18]
The members of Little Inferno and Human Resources Machine dev Tomorrow Corporation helped define the indie movement of the mid-2000s. We pick their brains and see what they're up to today.
Console/PC, Indie, Design, Production, Video

Video: Reaching new audiences with Cosmic Top Secret 1
by Staff [12.11.18]
In this GDC talk, the developers behind Cosmic Top Secret share concrete suggestions about reaching new kinds of audiences based on their experience combining film and games.
Indie, Design, Video

Watch Greg Kasavin discuss the development of Supergiant Games' Hades 1
by Bryant Francis [12.11.18]
Supergiant Games creative director Greg Kasavin sits down with the GDC team to discuss the design and process that drive the making of Hades, the company's new Early Access title.
Console/PC, Design, Video

Blog: How Tom Clancy's The Division manages AI online  
by Gamasutra Community [12.11.18]
In the second part of my series on The Division, I explain how the online systems manage the AI characters in-game.
Console/PC, Programming, Design

Chat with Supergiant Games' Greg Kasavin about making Hades at 1PM ET  
by Bryant Francis [12.11.18]
Jump in for a conversation with Supergiant Games' Greg Kasavin starting at 1PM ET on the GDC Twitch channel.
Console/PC, Design, Video

Blog: Building a team-oriented approval process  
by Gamasutra Community [12.11.18]
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities.
Design, Production

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