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February 21, 2020
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Updates » Design
Come to GDC and see how the Marvel's Iron Man VR devs made VR flight feel great!  
by Staff [02.07.20]
Come out to GDC 2020 in San Francisco next month, where Ryan Payton and Troy Johnson will fill you in on the unique challenges that flight presents in VR, and how the dev team overcame them.
VR, Design, GDC

Don't Miss: The world design of Diablo III 21
by Staff [02.06.20]
Blizzard designer Leonard Boyarsky talks to Gamasutra about the process of expanding the Diablo universe significantly with the third installment of the series, talking about what has both worked and what has not.
Design

5 important realizations about game balance 10
by Gamasutra Community [02.06.20]
Here are some of the most interesting things we've learned about balance during development and live operations of our competitive multiplayer games Awesomenauts and Swords & Soldiers.
Console/PC, Indie, Design

Get a job: Join Tenacious Entertainment as a UI Artist/Designer!  
by Staff [02.05.20]
Tenacious Entertainment is seeking a talented and enthusiastic UI Artist / Designer to join the team working in their Bellevue, Washington office!
Console/PC, Art, Design, Recruitment

Will Wright returns to GDC this year with a talk you won't want to miss!  
by Staff [02.05.20]
Legendary game designer Will Wright (SimCity, The Sims) will be at GDC 2020 next month to tell you all about what he's working on now, what he's learned, and how it all ties into game design!
Console/PC, Social/Online, Smartphone/Tablet, Design, GDC

Chat with the IGF-nominated devs behind Slay the Spire at 3PM EST!  
by Bryant Francis [02.05.20]
Get ready for the 2020 IGF Awards and chat with Slay the Spire developer Casey Yano!
Console/PC, Design, Video, IGF

At GDC you'll learn how Apple Arcade shaped Grindstone's engrossing design  
by Staff [02.05.20]
Capybara Games' Grindstone was one of Apple Arcade's standout hits last year, thanks in large part to its engrossing design, and at GDC 2020 next month you'll get a rare look at how it was made!
Smartphone/Tablet, Design, GDC

Road to the IGF: Flight School Studio's Creature in the Well  
by Joel Couture [02.05.20]
Creature in the Well abandons you in a deserted town filled with bizarre machines that can be awakened by bouncing energy balls off of them, adding adventure & mystery to pinball action.
Console/PC, Indie, Art, Design, Video, IGF

Don't Miss: A Classic Postmortem on how Maxis avoided sequel-itis on The Sims 2 1
by Lucy Bradshaw [02.04.20]
The Sims franchise has launched several sequels and spin-offs since getting its start 20 years ago today, so here's a look at how the team conquered challenges when making the first The Sims sequel.
Console/PC, Design, Production, Business/Marketing

Blog: Pack-ratting in games - Do players need to have it all? 1
by Gamasutra Community [02.04.20]
Developers have an unspoken duty to manage a player's desire to pick up every little thing they find in their worlds. As numerous titles have shown, there are a number of ways to do this.
Design

Blog: Lessons and statistics after four years as an indie developer  
by Gamasutra Community [02.04.20]
A look at four years of running an indie studio, including some statistics and a few lessons learned.
Design, Production, Business/Marketing

What 'Dragons Love Tacos' taught me about game discoverability 1
by Simon Carless [02.04.20]
Right now, my kid is a little bit obsessed with the kids book Dragons Love Tacos. I thought it might be an excellent starting point to examine why some things break out - and how you can stand out better with your game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: PlatinumGames' guide to action game design 3
by Christian Nutt [02.03.20]
Atsushi Inaba, co-founder of Platinum Games (The Wonderful 101, Bayonetta, Transformers: Devastation) shares his insight on how to make world-class action games.
Console/PC, Design

Video: Cursed problems in game design  
by Staff [02.03.20]
In this 2019 GDC session, Riot Games' Alex Jaffe presents a theory of cursed game design problems and explores the four design paradigms that have helped developers face these problems and survive.
Console/PC, Indie, Design, Video, Vault

Congratulate these GDC 2020 Narrative Summit poster session winners!  
by Staff [02.03.20]
Organizers of GDC and the Game Narrative Summit are happy to announce the 2020 Student Narrative Analysis Competition winners, who all receive passes to the conference next month!
Console/PC, Indie, Design, GDC

Blog: Utilizing 3D cameras in 2D games 2
by Gamasutra Community [02.03.20]
Matharoo makes games, tutorials and courses using GameMaker. He has joined us on the blog to share the following quick and exciting use of cameras in GMS2.
Design, Production

Video Game Deep Cuts: Kentucky Routes, Savage Planets, Mythic Quests  
by Gamasutra Staff [02.01.20]
The latest highlights include the Kentucky Route Zero ending chapter, the debuts of Journey To The Savage Planet and SpellTower+, and the upcoming game dev-themed TV show from the 'Always Sunny' crew.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Amazon Game Studios, Insomniac Games, and more are hiring now!  
by Staff [01.31.20]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production

Nailing down the gooey physics of indie platformer Gish 1
by Alissa McAloon [01.31.20]
The folks over at Noclip have another insightful game developer mini documentary up online, this time exploring the origins of the early physics based platformer Gish.
Indie, Design, Video

Don't Miss: How to design for coziness 3
by Gamasutra Community [01.31.20]
What do Dark Souls, Harvest Moon, and Night in the Woods have in common? This analysis offers a philosophy and tips for achieving cozy aesthetics, mechanics, narratives, and work environments.
Design