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January 29, 2020
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Updates » Design
Gamasutra's Best of 2019: The top 10 games of the year  
by Staff [01.03.20]
2019 was an incredible year for games--a year so flush with work worth celebrating that it will surely be remembered for years to come.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [01.02.20]
With AGDQ on the horizon, take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Programming, Design, Production, Business/Marketing

Come to GDC and learn the secrets of Manifold Garden's impossible geometry  
by Staff [01.02.20]
It's a remarkable feat of level design, and GDC organizers are excited to confirm that Manifold Garden creator William Chyr will be at GDC 2020 in March to show you exactly how he pulled it off!
Console/PC, Design, GDC

Gamasutra's Best of 2019: Kris Graft's top 10 games  
by Kris Graft [01.02.20]
2019 was a really good year for games. Exceptional. Maybe the best ever. I've said similar things about previous years, but now (I promise) I mean it.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blending the rules of combat in The Legend of Bum-bo  
by Diego Arguello [12.30.19]
Gamasutra spoke with the brains behind The Legend of Bumbo to find out how its genre-blending combat system came together.
Indie, Design

Video Game Deep Cuts: Anchors, Glitches & Unknown Pleasures  
by Gamasutra Staff [12.28.19]
The latest link round-up includes pieces on your game's 'anchor' (as opposed to hook), the best game glitches of the year, and the original Wolfenstein's creator, as well as more year/decade round-ups.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Gamasutra's Best of 2019: Chris Kerr's Top 5 Games  
by Chris Kerr [12.28.19]
Despite having played fewer games than I'd have liked over the past 12 months, I've somehow managed to sample more than five. That means it's finally time for my 2019 round-up. Jerry, hit the lights!
Console/PC, Smartphone/Tablet, Design, Production

Gamasutra's Best of 2019: Bryant Francis' Top 10 Games 1
by Bryant Francis [12.26.19]
Contributing editor Bryant Francis lays out his top 10 games that were released in 2019.
Console/PC, Design

Catch Blizzard at GDC sharing game design lessons learned from 15 years of WoW!  
by Staff [12.26.19]
The game director of World of Warcraft is coming to GDC 2020 in March to share 15 years' worth of key game design insights and lessons learned from working on this industry-shaking game -- don't miss it!
Console/PC, Social/Online, Design, GDC

Get a job: Moon Studios is hiring remote Senior Game Designers  
by Staff [12.23.19]
Moon Studios - award-winning creators of Ori and the Blind Forest and Ori and the Will of the Wisps - is looking for Senior Game Designers.
Design, Recruitment

Best of 2019: Level design patterns in 2D games 6
by Gamasutra Community [12.23.19]
This post discusses six common level design patterns present in 2D video games that we found from analyzing over thirty 2D games.
Design

Gamasutra's Best of 2019: Katherine Cross' Top 5 Games  
by Katherine Cross [12.23.19]
Video games had an incredibly strong year, casting a bright spotlight on some genuine artistic beauty amidst a burning world.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Improving resource harvesting in real-time strategy games 1
by Gamasutra Community [12.23.19]
How do we improve resource harvesting in real-time strategy games?
Design

Ethics in the video game industry: A mythbusting and scientific approach  
by Celia Hodent [12.23.19]
This article offers a perspective on ethics in the game industry from a cognitive science standpoint, while debunking certain claims. Addiction (and attention economy), loot boxes, dark patterns, and violence are discussed.
Console/PC, Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing

Video Game Deep Cuts: 2019's Best Best Best Best & Other Animals  
by Gamasutra Staff [12.21.19]
The latest highlights include yet more best-of lists, both for 2019 and for the whole decade - as well as neat pieces on hypercasual, Trico, video game cookbooks, creepy collectibles, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Best of 2019: Big game, small team, no crunch - Behind the success of Outward 15
by Bryant Francis, Kris Graft [12.20.19]
Nine Dots CEO Guillaume Boucher-Vidal discusses the ruthlessly efficient, crunch-free development on the sprawling open world RPG Outward -- and drops some big opinions on the old catchphrase "find the fun."
Indie, Design, Production, Business/Marketing

Blog: Procedural texturing for hand-painted stylized character pipelines  
by Gamasutra Community [12.20.19]
This article is about my research into procedural texturing pipelines that can achieve a hand-painted look, compared to the application of proceduralism for texturing that creates realistic effects.
Design

Come to GDC for fresh insights on exploring sex and emotions through game design  
by Staff [12.20.19]
At GDC 2020 a panel of seasoned game makers from around the industry will discuss how and why they focus on these types of games in spite of the many challenges that come their way.
Console/PC, Indie, Serious, Design, GDC

Blog: Engaging level design for combat - Part 3  
by Gamasutra Community [12.20.19]
The final part to the series where I break down a combat level I designed and explain what tools you can use to keep your combat levels engaging.
Design

Blog: The mighty MMM concept in hyper-casual game design 4
by Gamasutra Community [12.19.19]
This article discusses an approach to make more interesting and pleasurable hyper-casual games. The aim is to achieve both higher retention rates and lower CPI numbers for hyper-casual games.
Console/PC, Design