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April 18, 2019
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Updates » Design
Bungie shares tips on designing levels for different player types at GDC 2019!  
by Staff [03.07.19]
This is the talk to see if you want to learn practical ways to tailor levels to player motivations, replete w/ concrete examples from series like Mass Effect, Dragon Age, and Bungie's own Destiny
Console/PC, Design, GDC

Blog: The two philosophies of gameplay 3
by Gamasutra Community [03.07.19]
Gameplay may come in all forms and genres, but today, we're going to talk about how we can break it down into two philosophies that govern the player's experience.
Design, Production

Video: Building strong player attachment through narrative
by Staff [03.06.19]
In this 2017 GDC talk, game designer Harrison Pink dives deep into the lessons learned creating fully realized characters in Telltale's The Walking Dead, Tales from the Borderlands, and Mafia III
Console/PC, Design, Video

King's Tracey John brings the power of mobile storytelling to GDC 2019  
by Staff [03.06.19]
Read how King lead narrative design lead Tracey John will be helping developers tell better stories at GDC 2019.
Console/PC, Design

Watch a breakdown of the game design behind The Occupation  
by Bryant Francis [03.06.19]
The lead game designer of The Occupation breaks down some of the processes behind making an investigation game that takes place in a real-time four hour simulation.
Console/PC, Design, Video

Sponsored Content
Tips on porting your indie game (and how we can help!)  
by Matthew Tighe, CTO and Founder; Steve Longhurst​, Technical Director, DO games [03.06.19]
Indies can handle porting by themselves, but there's significant investment required - likely several months per platform. DO games' tech leads offer tips on porting, and explore whether a dev partner is right for your game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Don't Miss: Crunch & self-mutilation in Swery's puzzler The Missing 1
by Staff [03.06.19]
Hidetaka "Swery" Suehiro talks Gamasutra through the design of his new studio's first game, The Missing, and how he hopes it will prove him a good game designer -- not just an interesting storyteller.
Indie, Design

Designing Mortal Kombat's famously bloody fatalities  
by Chris Kerr [03.06.19]
"The very start of the process is always a fatality that's going to set the tone for the rest of them. I'm usually the one who draws up that fatality, and says okay 'this is going to happen.'"
Design, Video

Chat with the developers behind The Occupation at 1PM ET  
by Bryant Francis [03.06.19]
Join the developers of The Occupation for a chat on the making of their game starting at 1PM ET on the GDC Twitch channel.
Console/PC, Design, Video

Blog: Move or Die and its four year journey to the PS4 2
by Gamasutra Community [03.06.19]
From "flashy" beginnings to the development swamp and finally launching a console game, this is the story of how Move or Die was made.
Programming, Design, Production

Don't miss these insightful interviews with 2019's alt.ctrl.GDC devs!  
by Staff [03.05.19]
Each of these offbeat alternative controller games has an interesting story behind it, and now's a great time to catch up on them via all these fantastic interviews with the Gamasutra team!
Indie, Design, GDC, alt ctrl gdc

Mages of Mystralia dev dishes out spellcasting wisdom and game industry real talk 2
by Bryant Francis [03.05.19]
Borealys Games' Patric Mondou discusses the design of spellcasting game Mages of Mystralia, and offers up an honest perspective of the direction of the game industry.
Console/PC, Design

Top creators share real talk about making very personal games at GDC 2019  
by Staff [03.04.19]
At GDC 2019 some of the most interesting game makers working today will discuss why they create very personal games, and share practical advice about designing games that speak to deeper issues.
Indie, Serious, Design, GDC

Video Game Deep Cuts: Ape Out To Those Lost Toejam Histories 1
by Gamasutra Staff [03.03.19]
This week's highlights include pieces on Ape Out & the Toejam & Earl reboot, plus the history of the 'game over' screen, the effects of Brexit on the UK game biz, and more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: The animation pipeline of Mario + Rabbids Kingdom Battle 1
by Staff [03.01.19]
In this GDC 2018 talk, Ubisoft Milan's Marco Renso and Tommaso Sanguigni explain how Ubisoft improved their animation pipeline to overcome challenges for Mario + Rabbids Kingdom Battle.
Console/PC, Programming, Art, Design, Video

Get a job: Ascendant Studios, Insomniac Games, and more are hiring now!  
by Staff [03.01.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board!
Programming, Art, Design, Recruitment

Don't Miss: Between a rock and a 'Harada' place: The massive Tekken interview 2
by Staff [03.01.19]
Bandai Namco game director Katsuhiro Harada discusses how Tekken is always arcade first, how the series made preparations for input lag, and how to please competitive and casual players simultaneously.
Console/PC, Design

At GDC 2019 you'll see how McLaren uses VR to fast-track supercar design  
by Staff [03.01.19]
McLaren has fast-tracked the supercar design process by introducing a unique VR sketch tool into their studio, and next month they'll be at GDC to show you how they did it -- and what they learned!
VR, Design, GDC

Designing friendly robot settlement sim The Colonists to be deep, yet inviting  
by Jupiter Hadley [03.01.19]
The Colonists dev Richard Wallis opens up about the challenges involved with building a cute robot colony sim, the trick to designing a clear, concise UI, and the importance of map editors.
Console/PC, Indie, Design, Production

Video: The evolution of Soft Body  
by Staff [02.28.19]
In this 2016 GDC Europe session, Bodysoft's Zeke Virant presents a post-mortem of the meditative action game Soft Body.
Console/PC, Indie, Design, Video