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April 6, 2020
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Updates » Design
Don't Miss: A look back at the history of Konami's Gradius 12
by Staff [02.26.20]
Remember Gradius? Konami's stand-out 2D shooter franchise was released over 30 years ago, and Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its releases.
Console/PC, Design, Business/Marketing

Chat with Zachtronics' Matthew Burns about the making of Eliza at 4PM EST  
by Bryant Francis [02.26.20]
Chat with the lead developer of Eliza starting at 4PM EST on the GDC Twitch channel!
Console/PC, Design, Video

Blog: My full-time indie developer life - Year 3 3
by Gamasutra Community [02.26.20]
My name is Kevin Giguère and I am the founder and sole member of Dragon Slumber. 2019 was my third year as a full-time independent game developer, and I wanted to chronicle my experiences.
Design, Production, Business/Marketing

Pathfinding for three playable characters simultaneously in Path of Giants  
by Andrew Farrell [02.26.20]
Andrew Farrell with indie developer Journey Bound Games goes into detail about how his studio implemented pathfinding in their impressive debut game, Path of Giants.
Indie, Design

Don't Miss: The Resident Evil 4 postmortem 8
by Staff [02.25.20]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 developer Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Art, Design

Designing the offbeat comedy of Crows Crows Crows' Accounting +  
by Jack Yarwood [02.25.20]
William Pugh, the game designer known for his work on The Stanley Parable and Accounting +, explains his approach to humor in games, and the importance of preserving the joy in ones' work.
Indie, Design, Video

Road to the IGF: Golden Glitch's Elsinore  
by Joel Couture [02.24.20]
Elsinore places players in a time-looping vision of Hamlet, having them guide Ophelia through a living, active world as their decisions shape its tragic conclusions.
Indie, Design, Video, IGF

Video Game Deep Cuts: Your World Of Horror's Clockwork God  
by Gamasutra Staff [02.22.20]
Highlights include a raft of new games, from World Of Horror through Lair Of The Clockwork God to Hunt: Showdown and beyond, as well as voxels and Apple Arcade, and an investigative piece on GameStop.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Applying level design techniques to Subsurface Circular's dialogue  
by Staff [02.21.20]
In this 2018 GDC session, Bithell Games' Mike Bithell picks apart the design of Subsurface Circular's conversation trees and explains how their flow mirrors that of conventional level design.
Indie, Design, Video, Vault

Don't Miss: A Game Design Deep Dive into SteamWorld Dig's digging mechanic 2
by Staff [02.21.20]
Here, the team describes the process they went through in designing the main mechanic of the game, which (as you may have guessed) is the digging.
Indie, Design

Don't miss all these insightful interviews with alt.ctrl.GDC 2020 devs!  
by Staff [02.21.20]
From a sword in a stone to a game of competitive potion-brewing, each of these one-of-a-kind alt.ctrl.GDC 2020 games has a remarkable origin story -- read all about 'em in these Gamasutra interviews!
Indie, Design, GDC, alt ctrl gdc

ALT.CTRL.GDC Showcase: Wataru Nakano x MIYAZAWORKS' The Sword and Bruce and Box  
by Joel Couture [02.21.20]
The Sword tasks players with guessing weights to correctly (and heroically) pull a sword from the stone, and Bruce and Box needs them to hide and keep themselves covered up with a box.
Indie, Design, Video, GDC, alt ctrl gdc

Blog: Crafting nightmares to define Othercide's art direction  
by Gamasutra Community [02.21.20]
Finding the 'soul' for Othercide's art direction was a thrilling journey. Born from our own traumas, here is how we tried to make our game stand out from the tactical genre.
Art, Design

How a new wave of developers are using voxels to create jaw-dropping worlds 1
by Jack Yarwood [02.21.20]
Developers behind Touryst, Fugl, and Skies of the Past talk about techniques, problems, and solutions related to making their stunningly beautiful voxel-based games.
Indie, Art, Design, Video

Get a job: Insomniac Games is hiring a Lead Level Designer  
by Staff [02.20.20]
This should be someone who'll lead the Level Design team in the operation of designing, developing, and polishing game levels including level geometry, enemy encounters, puzzles, and unique gameplay.
Design, Recruitment

Video: Inside the AI systems of Final Fantasy XV  
by Staff [02.20.20]
In this 2018 GDC talk, Square Enix's Youichiro Miyake offers up a behind-the-scenes look at the design and development of Final Fantasy XV's three primary AI systems!
Console/PC, Programming, Design, Video, Vault

Kitfox's Victoria Tran aims to kill toxic game communities with kindness 2
by Staff [02.20.20]
Kitfox's Victoria Tran will be at GDC 2020 to show you how to build kinder communities around your games! Here she chats a bit about why you should go, and how studying prisons shaped her perspective.
Social/Online, Design, Business/Marketing, GDC

Go behind the scenes of the new Animal Crossing with Nintendo at GDC 2020!  
by Staff [02.20.20]
Game Developers Conference organizers are excited to announce that GDC 2020 attendees will have the opportunity to learn, firsthand, how Nintendo designed Animal Crossing: New Horizons for the Switch!
Console/PC, Design, GDC

Inside the design challenges of Children of Morta  
by Hamid R. Saeedy [02.20.20]
In this article, I will try to describe the design process and the various challenges we faced along the way of making Children of Morta.
Console/PC, Indie, Art, Design, Production

Don't Miss: Designing mobility in Shovel Knight: Specter of Torment 6
by Staff [02.19.20]
A review of the design iteration and process that led to Specter Knight's unique mobility in Shovel Knight: Specter of Torment.
Console/PC, Indie, Design