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November 27, 2020
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Updates » Design
How the Nemesis system got an indie makeover in Star Renegades  
by Bryant Francis [10.19.20]
The Star Renegades developers discuss why they borrowed the Middle-earth series' Nemesis system for roguelike JRPG.
Console/PC, Design

Blog: Shaders for beginners (with examples in OpenGL and Defold)  
by Gamasutra Community [10.19.20]
I had many problems with understanding shaders, but after getting a grasp - it is so easy, convenient and powerful! I present to you my twisted and very affordable guide.
Design, Production

Don't Miss: Crafting GoNNER's modular abilities  
by Staff [10.16.20]
"I thought, what if your character's head is an item that you can pick up and use for stuff? And that naturally became having different kinds of heads, and obviously, they would give you different abilities."
Console/PC, Indie, Design

EA Motive boss: 'player autonomy' is key to studio's future  
by Bryant Francis [10.16.20]
EA Motive general manager Patrick Klaus discussed the studio's future with Gamasutra, indicating a shift toward "player autonomy" for its future games.
Console/PC, Design, Business/Marketing

Sharpen your storytelling skills for games in this GDC Masterclass  
by Staff [10.16.20]
In this Masterclass, veteran writer Susan O'Connor will teach you reliable techniques for game storytelling that will support you no matter what kind of game you're working on.
Console/PC, Design

Switch game discovery - look on the bright side?  
by Gamasutra staff [10.16.20]
With Switch game discoverability, perhaps everyone's pessimist side has been over-exposed. So here's why you should dig releasing on Switch! (And more discovery news.)
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Tides of Chaos: How Baldur's Gate 3 tackles the RNG of D&D-inspired dice rolls 2
by Alissa McAloon [10.16.20]
Dice rolls in Baldur's Gate 3 are played straight with pure RNG and no additional smoke and mirrors. Here's what Larian Studios has learned so far about developing a D&D game with honest to goodness random rolls.
Console/PC, Design

Blog: The in-app purchase merchandising playbook - Part 1  
by Gamasutra Community [10.16.20]
In mobile games, IAP Merchandising is an area where best-practices are well established. Here's your checklist for creating IAP Special Offers that sell!
Smartphone/Tablet, Design, Business/Marketing

Don't Miss: The undying allure of the Metroidvania 19
by Staff [10.15.20]
In this timeless 2015 feature, Gamasutra's Christian Nutt speaks to a swath of devs about the "Metroidvania" genre -- what drew them to it, and its potential.
Console/PC, Indie, Design

The PlayStation 5 user interface is an instant hub that prioritizes gameplay  
by Chris Kerr [10.15.20]
Sony has finally shown off the PlayStation 5 user interface in a new State of Play video, detailing a range of functions that make use of the console's new SSD.
Console/PC, Design, Production, Video

How to get on the good side of media & streamers  
by Gamasutra Staff [10.14.20]
Analyzing a Twitter thread asking ‘content creators’ & media folks about the game promo-related practices that devs and publishers should stop doing. Plus lots more game discovery goodness!
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: How Brawlhalla built a fighting game community from the ground up  
by Staff [10.14.20]
"We just try to be active everywhere we can, we try to take every opportunity we can with our partners, & that's how we've driven it," Brawlhalla dev Zeke Sparkes says about the F2P brawler's success.
Console/PC, Design

Blog: How to Judge Game Design With Achievement Analytics  
by Gamasutra Community [10.14.20]
Studying Game Design factually is difficult to do, but for today's piece we're going to use achievements to see if we can learn more about fan engagement and use it to accurately judge a game's quality.
Design, Production

Video: An accessibility Q&A with EA's Karen Stevens  
by Staff [10.14.20]
In this 2020 GDC Summer AMA, EA Sports' Karen Stevens discusses game development best practices, workplace best practices, and how supporting those with disabilities leads to better products for all.
Console/PC, Design, Video

10mg: invading Steam with microgames to make a point 1
by Gamasutra Staff [10.14.20]
As games flood onto Steam, some devs are trying to make their games even more complex. Not so the 10mg (Ten Minute Games) project, a series of 10 microgames which each take 10 minutes to complete.
Console/PC, Indie, Design, Business/Marketing

Register now for the first-ever GDC Masterclass program  
by Staff [10.14.20]
Explore new opportunities to sharpen your skills with GDC's new Masterclass program.
Console/PC, Programming, Design, Production, Business/Marketing, GDC

Blog: How do you know when you need ray-tracing?  
by Gamasutra Community [10.14.20]
Developing your game in Unity? Then you need to pay attention to five signs that reveal you should to move into ray-tracing.
Programming, Design

Blog: Game composers and the importance of themes - Part 5  
by Gamasutra Community [10.14.20]
This is the last installment of the five-part article series on the use of thematic content in video game music composition.
Audio, Design

The weirdest Steam refund messages (& lessons for game devs!)  
by Simon Carless [10.13.20]
Many Steam refund comments are legitimate, and definitely worth reading to give you an idea of sentiments around the game or technical issues. But others.. oi. Here's a survey of them!
Console/PC, Design, Business/Marketing

Don't Miss: The making of Crackdown 2 3
by Staff [10.12.20]
Mission designer Martin Livingston of Crackdown 2 inheritor Ruffian Games talks developing the sequel within a tight cycle, the studio's mindset about the game, how players influenced the design and more.
Console/PC, Design