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September 25, 2018
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  • Editor-In-Chief:
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  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Finding the balance between too little and too much to do in Destiny 2  
by Alissa McAloon [09.13.18]
“We found with Destiny 2 – and this is the case, I think, on any game – that players don’t want to be told when to stop playing.”
Console/PC, Social/Online, Design

Don't Miss: Creating Assassin's Creed III's memorable seafaring experience 4
by Staff [09.13.18]
One of the most impressive components in Ubisoft's Assassin's Creed III was the game's naval battles. Ubisoft Singapore's Hugues Ricour explains how the studio made that possible.
Console/PC, Design

Blog: Designing a game without words  
by Gamasutra Community [09.13.18]
Lead artist Łukasz Sałata and chief designer Daniel Gizicki dig into the challenges of creating a game with no verbal communication.
Design

Pitch your exciting, insightful game UX talks for GDC 2019's UX Summit!  
by Staff [09.13.18]
GDC organizers are still accepting UX Summit talk submissions -- but only until Friday, October 5th at 11:59 PM Pacific!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, GDC

Blog: Space, place, and the art of designing deep levels 2
by Gamasutra Community [09.13.18]
Ever wondered what powers environmental storytelling? Placemaking. This article takes a look at how the process of placemaking can be used to help design deep video game levels.
Design

XRDC speaker Q&A: Jenna Goldberg and the art of data visualization in AR 1
by Staff [09.12.18]
XRDC speaker Jenna Goldberg explains the value of bringing data to live in augmented reality.
VR, Design

iPhone Xs comes with enhanced performance for ARKit 2  
by Emma Kidwell [09.12.18]
The recently unveiled iPhone Xs and Xs Max feature a brand-new chip called the A12 Bionic, a 6-core CPU said to enhance performance improvements for ARKit 2.
Smartphone/Tablet, Design, Production

Video: How writers can utilize Wikipedia in their research  
by Staff [09.12.18]
In this GDC 2016 talk, Seasun's Chris Hepler explains how game writers can learn facts fast enough to make their game stand up to expert scrutiny and sound like an expert.
Console/PC, Design, Video

Watch our chat with the devs behind Shadow of the Tomb Raider  
by Bryant Francis [09.12.18]
We talked to two developers who worked on Shadow of the Tomb Raider to learn more about the practical challenges of making a giant tomb raiding game.
Console/PC, Design, Video

Don't Miss: The uneasy merging of narrative and gameplay 22
by Ara Shirinian [09.12.18]
This classic 2010 feature picks apart the gameplay/narrative question by examining how games handle cinematic interactivity, how movies handle fight sequences, and how the two forms of media differ.
Console/PC, Design

Don't miss your shot to pitch a talk for GDC 2019's Indie Games Summit!  
by Staff [09.12.18]
Hey devs, the 2019 Game Developers Conference is still accepting Independent Games Summit talk submissions -- but only through 11:59 PM Pacific on Friday, October 5th!
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

IGF 2019 Inspirations: 2017 Grand Prize winner Quadrilateral Cowboy  
by Staff [09.12.18]
Entries for all IGF 2019 categories are being accepted through October 1, with finalists announced in early January! To help inspire you, today we briefly profile 2017 winner Quadrilateral Cowboy!
Indie, Design, IGF

Learn to design better virtual, augmented, and mixed reality spaces at XRDC!  
by Staff [09.12.18]
If you're a game or experience designer, it doesn't matter if you're working in augmented reality, virtual reality, mixed reality, or all of the above: XRDC 2018 has something that meets your needs!
VR, Smartphone/Tablet, Design

Chat with Shadow of the Tomb Raider's narrative director at 3PM EDT  
by Bryant Francis [09.12.18]
Shadow of the Tomb Raider narrative director Jason Dozois and producer Fleur Marty are answering your questions at 3PM EDT.
Console/PC, Design, Video

Blog: Lessons and tips from the UE4 Spring Jam 2
by Gamasutra Community [09.12.18]
After my first "real" experience using Unreal Engine 4 during the UE4 Spring Jam, I wrote this article as a collection of tips for beginners, in the form of a game jam postmortem.
Design, Production

7 great stealth encounters in games that are worth studying 4
by Richard Moss [09.12.18]
From The Last Of Us to Deus Ex to Hitman: Blood Money, devs share some of their favorite stealth encounters in games and explain why they're so memorable -- and so worth studying.
Console/PC, Design

Don't Miss: Breaking down the mechanics of tension 7
by Gamasutra Community [09.11.18]
"Good horror games have an agenda, and it goes beyond cheap haunted house titillation. Horror design is about maximizing player engagement and creating a deep emotional investment."
Console/PC, Design

Come to XRDC for expert advice on designing great UX for AR apps!  
by Staff [09.11.18]
Come to XRDC in San Francisco next month to see Placenote chief Neil Mathew walk you through the possibilities, best practices, and limitations of UX design for modern AR games and apps!
VR, Design

GDC 2019's Mobile Summit needs you to submit great mobile-centric talks!  
by Staff [09.11.18]
Today officials want to give a special shoutout to folks who might have ideas for talks that would be a good fit for the GDC Mobile Summit, which helps kick off GDC 2019 next March in San Francisco!
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Danganronpa creator Kazutaka Kodaka establishes new game studio  
by Chris Kerr [09.11.18]
The company was formed with the aim of "doing something new," and Kodaka hopes to create an all-new globally successful franchise alongside smaller indie offerings.
Design, Production, Business/Marketing