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February 21, 2020
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Updates » Design
Don't Miss: Making Horizon Zero Dawn's Machines feel like living creatures 4
by Willie Clark [01.17.20]
Horizon Zero Dawn's Machines are clearly automatons, with their inner workings plainly visible. But they also exhibit unmistakable animal-like behavior and movements. Learn how in this classic chat!
Console/PC, Design

Video Game Deep Cuts: 2020's Most Exciting, 1983's Most Breakout Games  
by Gamasutra Staff [01.17.20]
The latest highlights include a look at 2020's most anticipated PC games, 1983's 'breakout' game (fine, it's a book excerpt from a 1983 tome about Breakout!), plus looks at Android: Netrunner & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The top 7 reasons women quit game development
by Pixelles [01.17.20]
Game development-focused feminist non-profit Pixelles highlights problem areas--and solutions--in retaining women within game development studios.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Designing the stealth, economy, and encounters of Horizon Zero Dawn  
by Staff [01.16.20]
Horizon Zero Dawn designer Eric Boltjes shares some of the lessons learned making an open-world game filled with machines meant to act like living creatures.
Console/PC, Design

Hideo Kojima will reveal his Death Stranding design philosophy at GDC 2020!  
by Staff [01.16.20]
Kojima Productions won widespread acclaim for its debut game Death Stranding, and today we're excited to announce that studio founder Hideo Kojima will be at GDC 2020 to deconstruct its design!
Console/PC, Design, GDC

Blog: Resources for video game music composers - The big list 2020  
by Gamasutra Community [01.16.20]
Game composer Winifred Phillips presents a collection of resources for game composers and game audio pros, including links to game audio communities, conferences, academia, and software resources.
Audio, Design

Designing the mind-bending perspective puzzles of Superliminal 1
by Bryant Francis [01.16.20]
Superliminal lead designer Albert Shih breaks down the logic behind the game's perspective-driven scaling mechanic and its unique puzzles.
Console/PC, Design, Video

Blog: How monster design influences player behavior and level design  
by Gamasutra Community [01.15.20]
Former DICE level designer Emil Glans' look at how monster design influences player behavior and level design.
Design

Don't Miss: How Monster Hunter: World's director breathed new life into the series 1
by Alan Bradley [01.15.20]
"The most appealing aspect of...new hardware was its memory & processing power," says game director Yuyu Tokuda. "Without this, the rich, living ecosystem we envisioned...would not have been possible."
Console/PC, Social/Online, Design

Attend GDC and learn how Outer Wilds nailed curiosity-driven game design  
by Staff [01.15.20]
In a GDC 2020 talk co-creative leads Alex Beachum and Loan Verneau will dig into the meta design of Outer Wilds, from early 2D prototypes to the final structure of the game's overarching mystery!
Indie, Design, GDC

Blog: A conversational Touring Karts postmortem  
by Gamasutra Community [01.15.20]
In this article, Ivanovich Games chief exec Ivan Cascales explains the key facts and circumstances that led to the creation of Touring Karts, and the challenges faced during production.
VR, Design, Production

Designing user interfaces for visually impaired players 1
by Tom Gantzer [01.15.20]
A collection of thoughts, discoveries and considerations while designing user interfaces for visually impaired gamers.
Programming, Design

Video: Developing asymmetrical multiplayer horror game Dead by Daylight  
by Staff [01.14.20]
In this 2018 GDC session Behaviour Interactive’s Dave Richard shares the story behind developing Dead by Daylight, a popular 2016 asymmetrical survival horror game about avoiding a terrifying killer.
Social/Online, Indie, Design, Video, Vault

Don't Miss: The aggressive resource management of Doom Eternal 3
by Kris Graft [01.14.20]
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: What I learned making 12 games in one year  
by Gamasutra Community [01.14.20]
In 2019 I took on the challenge of making and releasing 12 small games in my spare time with each game having a total dev time of no more than 24 hrs. Here's what I learned in the process.
Design, Production

Game Design Deep Dive: The 26 verbs of 'Henry VIII sim' Fit for a King 2
by Brent Ellison and Tanya Short [01.14.20]
Fit for a King is a comedic side project from Kitfox's Tanya Short and Nvizzio Creations' Brent Ellison. Here they explain how they assigned a verb to every letter of the alphabet in this game inspired by classic RPGs.
Indie, Design, Deep Dive

Don't Miss: A Level Design Deep Dive into Dishonored 2's Clockwork Mansion 2
by Christophe Carrier [01.13.20]
"Having the walls move in an elegant and credible way is very difficult in itself, but making sure the player wouldn't be lost was one of the biggest challenges for us."
Console/PC, Programming, Design

Blog: A TILTit postmortem (or how to not publish a game in today's market) 2
by Gamasutra Community [01.13.20]
A postmortem of my physics based, falling blocks, puzzle game TILTit, including some marketing lessons learned the hard way.
Design, Production, Business/Marketing

GDC YouTube Top 5: Mipumi Games' Eline Muijres  
by Kris Graft [01.13.20]
For January, we bring you the top picks from Eline Muijres, producer at indie studio Mipumi Games who also worked on the IGF-nominated game Bounden.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Go behind the scenes of Jedi: Fallen Order's design at GDC 2020 1
by Staff [01.13.20]
At GDC in March you'll have a rare opportunity to hear how Respawn navigated the pitfalls of making a great Star Wars game -- along with all the practical lessons they learned along the way!
Console/PC, Design, GDC