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April 6, 2020
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Updates » Design
Designing the many Easter eggs of Zombie Army 4: Dead War  
by Daniel Hollis [03.24.20]
Jordan Woodward, lead level designer on Rebellion's cult favorite Zombie Army 4: Dead War, explains his team's approach to embedding Easter eggs into the game, and how they relate to game design.
Console/PC, Design

Don't Miss: Where next for the video game power fantasy? 15
by Alissa McAloon [03.23.20]
With VR tech becoming common, game devs can immerse & embody players in fantasy worlds like never before. What does that intimacy mean for that most common of game design tropes, the power fantasy?
VR, Console/PC, Design

Video: How sound tells the story of Night in the Woods  
by Staff [03.23.20]
In this 2018 GDC talk Em Halberstadt explores the atmospheric audio of Night in the Woods, including the ways in which it changes over time, and brings life to that which cannot be seen.
Indie, Audio, Design, Video, Vault

How Skookum Arts built The Pedestrian puzzles out of urban signage 1
by Jordan Oloman [03.23.20]
"In the public sign system, everything is specifically designed to be understood," explains The Pedestrian dev Daniel Lackey. "That design language, that art style fit perfectly with our priorities."
Indie, Art, Design

Video Game Deep Cuts: Animal Crossing, Animal Crossing, DOOM 1
by Gamasutra Staff [03.22.20]
The latest 'best article/video' highlights include plenty of Animal Crossing neatness, plus DOOM Eternal, Roundgard, death loops, Tony Hawk & conspiracy theories, social distancing & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: VR/AR - A renaissance art form  
by Gamasutra Community [03.20.20]
An introduction to 'Interactive Empathy and Embodiment' framework, and sensory-design for game design, virtual reality (VR), augmented reality (AR) and cross reality (XR).
VR, Design

Video: Storytelling lessons learned in 14 years at BioWare  
by Staff [03.20.20]
In this 2018 GDC talk, former BioWare creative director Mike Laidlaw details some of the most important lessons he's learned about how narrative fits within games.
Console/PC, Design, Video, Vault

Job stability, quality of life, Windjammers with Dave Lang - GDC Podcast ep. 7  
by Kris Graft [03.20.20]
Dave Lang, founder of Iron Galaxy Studios, joins the latest GDC Podcast to talk about creating a studio that's built to last, quality of life in the game industry, and old rumors about Midway Games and the mafia.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

Blog: Rethinking progression in mobile puzzle games 2
by Gamasutra Community [03.20.20]
Dylan breaks down the saga-map progression system, why it's great for some games like Match-3s but awful for skill-based games like Bubble Shooters.
Design

Get a job: Carnegie Mellon University is hiring Game Design Teaching Track Faculty  
by Staff [03.19.20]
Join us as we diversify our project-based curriculum and prepare our students to build the entertainment professions of the 21st century.
Design, Recruitment

Don't Miss: The aggressive resource management of Doom Eternal 4
by Kris Graft [03.19.20]
The upcoming Doom Eternal is including new designs meant to enhance the outstanding foundation laid down by Doom 2016. We talked to id Software's Hugo Martin and Marty Stratton.
Console/PC, Design

Blog: Building a historical game based on real-world struggles  
by Gamasutra Community [03.19.20]
Jörg Friedrich of Paintbucket Games discusses the process behind the studio's historical strategy title Through the Darkest of Times.
Console/PC, Design, Production

Don't Miss: Naughty Dog's Jak and Daxter: the Precursor Legacy postmortem 1
by Staff [03.18.20]
"For Jak & Daxter, one of our earliest desires was to immerse the player in a single, highly detailed world, as opposed to the discrete levels of Crash Bandicoot."
Design

Video: Making better games by understanding human error  
by Staff [03.18.20]
To err is human, and in this 2018 GDC talk Epic Games' Ben Lewis-Evans discusses the science of human error and how error can be prevented or encouraged to help create your intended game experience.
Console/PC, Indie, Design, Video, Vault

5 highlights from PlayStation's big PS5 system architecture deep dive 2
by Alissa McAloon [03.18.20]
PlayStation 5 lead architect ​Mark Cerny offered an incredibly in-depth look at what'll be powering the next generation of PlayStation hardware when the console debuts later this year.
Console/PC, Audio, Design, Video

PlayStation's switch to a SSD for the PS5 aims to 'give the game designer freedom' 1
by Alissa McAloon [03.18.20]
Going into the next generation of PlayStation, PlayStation 5 lead architect Mark Cerny says that the plan this time around is to build a console that puts the need of game developers first.
Console/PC, Design, Video

Don't Miss: Evolving the combat design of id Software's Doom Eternal  
by Bryant Francis [03.17.20]
id Software game director Hugo Martin explains the design principles that have guided the evolution of Doom Eternal's design and combat.
Console/PC, Design

Don't Miss: A 2012 look at CDPR's Cyberpunk plans, and lessons learned from The Witcher 14
by Staff [03.17.20]
In this classic interview, key staffers from CD Projekt RED reflect upon the Witcher series, noting what went right, wrong, and how the games have affected the studio's plans for the years ahead.
Console/PC, Design

The new Xbox Wireless Controller will reduce latency and allow instant sharing 1
by Chris Kerr [03.16.20]
Along with sharing the full list of tech specs for the Xbox Series X, Microsoft has also given us a detailed look at the new Xbox Wireless Controller. 
Console/PC, Design, Business/Marketing

Video: Refactoring Assassin's Creed Origins' NPC mission system  
by Staff [03.16.20]
In this 2018 GDC talk, Ubisoft's Jean-Marie Santoni-Costantini explains how the mission system in Assassin's Creed Origins was changed from a scripted approach to a goal-oriented one.
Console/PC, Programming, Design, Video, Vault