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February 17, 2019
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Updates » Design
Weekly Jobs Roundup: Wargaming, Digital Extremes, and more are hiring now!  
by Staff [01.18.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
VR, Console/PC, Programming, Art, Design, Recruitment

Don't Miss: A postmortem of DrinkBox Studios' Guacamelee! 7
by Staff [01.18.19]
Learn about the development of the popular and acclaimed Metroidvania -- including how the game's distinctive look evolved and competition for studio resources created friction.
Console/PC, Indie, Design, Production

Blog: The elegance of first-time user experience in The Lab  
by Gamasutra Community [01.18.19]
A deep-dive into the first few minutes of Valve's virtual reality playground The Lab, examining how it onboards players into room-scale VR invisibly, painlessly, and even joyfully.
VR, Design

Splash Damage has released the full game design document for Dirty Bomb  
by Chris Kerr [01.18.19]
Developers and fans can now learn how Splash Damage brought the title to life by poring over hundreds of pages of designs, sketches, system notes, concept art, biro drawings, and more. 
Console/PC, Programming, Design, Production

Blog: How to make the marriage between cinema and games last  
by Gamasutra Community [01.18.19]
Netflix's attempt at gamifying cinema with Bandersnatch is a commendable effort but leaves more to be desired. Here's how it might benefit from a deeper understanding of the psychology of games.
Design

A closer look at the deck-building hack-and-slash success, Book of Demons
by John Harris [01.18.19]
Book of Demons is an unlikely marriage of hack-and-slash and deck-building mechanics. Polish studio Thing Trunk was able to not just make it work, but make it an indie Steam success.
Indie, Design, Video

Ubisoft issues apology for controversial Assassin's Creed Odyssey DLC 5
by Emma Kidwell [01.17.19]
Assassin's Creed Odyssey creative director Jonathan Dumont has issued an apology following a controversial DLC release. 
Console/PC, Design

Get a job: Crystal Dynamics is hiring a Camera Designer  
by Staff [01.17.19]
Crystal Dynamics is looking for a dev to design, implement, and fine-tune game design cameras to create rich narrative in levels and cinematics.
Design, Recruitment

Bethesda bans Fallout 76 players who accessed secret developer room 6
by Emma Kidwell [01.17.19]
Bethesda has confirmed that it is issuing temporary bans to players who have accessed a secret "developer room" full of unreleased items for Fallout 76
Console/PC, Design

Attend GDC 2019 for a behind-the-scenes look at the making of Florence!  
by Staff [01.17.19]
Mountains creative director Ken Wong returns to GDC this year to show you how the studio's critically-acclaimed debut mobile game was made.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

Blog: Overcoming genre in Ni No Kuni 2 1
by Chris Kerr [01.17.19]
Ni No Kuni 2 is basically a collection of mechanically diverse mini-games, so what keeps the overall experience from feeling cobbled together?
Console/PC, Design

GDC 2019 debuts new mentoring program to help grow your game dev career  
by Staff [01.17.19]
Launching at GDC 2019 is a brand-new mentoring program to help encourage game development professionals to continue and grow in their personal careers!
VR, Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Sony's Shawn Layden to give DICE 2019 opening keynote  
by Emma Kidwell [01.17.19]
The Academy of Interactive Arts & Sciences' (AIAS) has announced five additional speakers confirmed to attend the 2019 DICE Summit to discuss this year's theme of trailblazers. 
Console/PC, Design

Trailblazing Sega dev Rieko Kodama to be honored with Pioneer Award at GDC 2019!  
by Staff [01.17.19]
A trailblazing game artist, director and producer, Kodama carved out a career in an industry historically inhospitable to women, eventually leading development of some of the most well-regarded JRPGs!
Console/PC, Art, Design, Production, GDC

Blog: How we handle UI localization at Our Machinery 2
by Gamasutra Community [01.17.19]
Industry veteran Niklas Gray explains how the team over at Our Machinery handle UI localization.
Design, Production

Supergiant's fourth outing Hades introduces a more mature, organized dev process
by Bryant Francis [01.17.19]
Supergiant Games creative director Greg Kasavin sits down to discuss the design and business decisions behind Hades.
Console/PC, Design

Video: How Life is Strange brought a new era for narrative games  
by Staff [01.16.19]
In this GDC Europe 2016 talk, Dontnod's Christian Divine reflects on the writing and design process for Life is Strange, and how its development heralds a new era for narrative games.
Console/PC, Design, Video

Epic fixes Fortnite security flaw which left all 200M+ players vulnerable  
by Emma Kidwell [01.16.19]
It looks like Epic Games' Fortnite was host to a series of bugs (that have since been fixed) which, if exploited together, could have exposed the accounts of any of its 200 million players. 
Console/PC, Design

Don't Miss: Designing a new UI system for The Division  
by Staff [01.16.19]
Ubisoft Massive's Christian Savoie covers some of the major lessons learned while developing new technology and creating the UI for The Division.
Console/PC, Design

GDC 2019 offers a wealth of UI/UX talks to help you build better games!  
by Staff [01.16.19]
Good UI/UX is key: No matter how great your game is, people won't play it if it's a pain to learn and play. So come to GDC 2019 and learn useful UI/UX design strategies from the best in the business!
Console/PC, Smartphone/Tablet, Indie, Art, Design, GDC