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July 18, 2019
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Updates » Design
Don't Miss: Captain Toad and the core of Nintendo game design 24
by Staff [06.19.19]
What makes the design of a game like Captain Toad special -- what sets it apart? And how does it fit into Nintendo's body of design work?
Console/PC, Design

Blog: Watch the first Library of Congress lecture given by a game composer  
by Gamasutra Community [06.19.19]
On April 6th, composer Winifred Phillips delivered the first game music composition lecture ever given at the Library of Congress, and you can watch it right here.
Audio, Design

Nintendo and Ubisoft honored at the 2019 Games for Change Awards  
by Chris Kerr [06.19.19]
Nintendo and Ubisoft were the biggest winners at the 2019 Games for Change Awards, which celebrated the year's best games based on their social impact and contribution towards learning.
VR, Console/PC, Design, Production

From The Witcher 3 to Cyberpunk: The evolution of CD Projekt's quest design 3
by Bryant Francis [06.19.19]
We caught up with the quest director of Cyberpunk 2077 to learn more about how his team has adapted to making content for a nonlinear RPG.
Console/PC, Design, Production, E3

Designing Monster Hunter: World around the conflict of empathy and violence 2
by Alissa McAloon [06.18.19]
Vice Games' interview with the Monster Hunter: World dev team offers a look at what considerations go into designing new huntable monsters, and how design and realism relate to empathy.
Console/PC, Design

Video: Designing Gambit Mode for Destiny 2: Forsaken  
by Staff [06.18.19]
In this 2019 GDC session, Bungie's Peter Sarrett dives into how Destiny 2's Gambit mode combines PvE with a smidge of PvP, and explains why it's the story of development gone delightfully right.
Console/PC, Social/Online, Design, Video, Vault

Don't Miss: Rethinking the RPG to make it fun to be the bad guy in Tyranny 2
by Staff [06.18.19]
"You may sell the player with a 'you get to be an evil bully' promise, but for there to be a source of conflict, there needs to be a mountain of bigger bullies to climb and strive against."
Console/PC, Indie, Design

Blog: The importance of definitions in game design 2
by Gamasutra Community [06.18.19]
This post will show you how defining terms in the context of your game can facilitate communication among designers.
Design

Blog: Design insights we learned at Dreamhack Dallas 2019 2
by Gamasutra Community [06.18.19]
Here's an in-depth look at our budget, detailed session data, and our unexpected discovery of how to influence player perception, which we learned showcasing Summoners Fate at Dreamhack Dallas 2019.
Design

Check out Opus Magnum dev Zachtronics' entire game design history for free  
by Chris Kerr [06.18.19]
Here's something neat! You can now grab SpaceChem and Opus Magnum developer Zachtronics' complete game design history without spending a dime.
Console/PC, Design, Business/Marketing

Blog: A tool for game accessibility and depth analysis - Part 3  
by Gamasutra Community [06.18.19]
This is the final part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part provides more example on how to apply the method.
Design, Production

Live, die, repeat: How Outer Wilds piques curiosity in an ambivalent solar system 1
by Kris Graft [06.18.19]
Outer Wilds is a game whose universe makes you feel small - like a cog in a gargantuan wind-up clock. It's a universe that's ambivalent to your existence; one that shrugs at your presence and absence alike.
Indie, Design, Video

Get a job: Cold Iron Studios is looking for a Senior World Builder  
by Staff [06.17.19]
Cold Iron is seeking an experienced Sr. World Builder to join it in creating a shooter set in the Alien universe for consoles and PC.
Console/PC, Design

Blog: A tool for game accessibility and depth analysis - Part 2 2
by Gamasutra Community [06.17.19]
This is the second part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part delves into more details.
Design, Production

How Media Molecule designed a fun and robust toolset for Dreams  
by Jack Yarwood [06.17.19]
Media Molecule's hugely ambitious creation engine, Dreams, would be nothing if the tools of creation weren't fun to use. Here's how the studio designed a toolset worthy of play.
Console/PC, Design, Video

Video Game Deep Cuts: E3, E3, E3 (and some Non-E3!)  
by Gamasutra Staff [06.14.19]
This week's roundup is E3-packed, including discussion of best games, Nintendo, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: 9 takeaways of Duelyst's journey from tabletop to digital game  
by Staff [06.14.19]
In this 2017 GDC talk, Counterplay Games' Eric Lang & Keith Lee reflect on the development of Duelyst, share lessons learned and explain how it went from a boardgame prototype to a digital card game.
Console/PC, Indie, Design, Video, Vault

Brenda and John Romero's Empire of Sin is an emergent narrative gangster flick  
by Bryant Francis [06.14.19]
Empire of Sin, Romero Games' take on 1920s turn-based tactics, has some interesting emergent narrative and gameplay elements not typical to the strategy genre.
Console/PC, Design, E3

Blog: Four decades of advergames 6
by Gamasutra Community [06.14.19]
Veteran programmer Herman Tulleken looks at highlights from the history of advergames.
Design

Blog: Tips and tricks for managing open game development  
by Gamasutra Community [06.14.19]
More and more indies are allowing players to have a say about game updates. Maybe you decided to do this as well, so here are some tips and tricks I learned from my own experience with open game dev.
Design, Production