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April 22, 2019
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Updates » Design
Video: The making of the Xbox Adaptive Controller  
by Staff [04.22.19]
This GDC 2019 talk covers the process of designing the Xbox Adaptive Controller and how it required the Microsoft Devices team to rethink how they engineered controllers altogether.
Console/PC, Design, Video, Vault

Don't Miss: Maintaining tension in Nex Machina 1
by Staff [04.22.19]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Console/PC, Indie, Programming, Design, Production

Boldly she rode: How Heaven's Vault reinvents adventure games  
by Katherine Cross [04.22.19]
"Inkle has done something radically original here, a breath of fresh air in a game industry all but stultified by unimaginative impersonations and safe bets," says Gamasutra columnist Katherine Cross on Heaven's Vault.
Indie, Design

Blog: The morality of anti-heroes in video games  
by Gamasutra Community [04.22.19]
Video game heroes are bastions of virtue admired by players far and wide - but what about villains? Why are some of us drawn to nefarious characters, and what does that say about us?
Design

Behind Dawn of Man's style of 'ant colony' city-building 2
by John Harris [04.22.19]
Dawn of Man sped to the top of the Steam charts last month with its compelling style of simulation and city building. We got with MartiƱo Figueroa of developer Madruga Works to find out more about the game's development and design.
Console/PC, Indie, Design, Production

Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Gamasutra Staff [04.21.19]
This week's roundup includes a Panzer Dragoon series classic postmortem, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games & the return of D&D.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How co-op VR is used to help train astronauts for space  
by Staff [04.19.19]
At GDC 2018 a panel of game makers and experts from Boeing and NASA discuss how the tools of game development can be used to help train astronauts for their voyages to the edge of known space.
VR, Design, Video, Vault

Don't Miss: Making debugging into a mechanic in Beglitched 1
by Staff [04.19.19]
"While debugging is considered to be one of the more odious aspects of programming, I felt that under the right circumstances, it could actually be exhilarating," says AP Thompson, designer of Beglitched.
Console/PC, Indie, Design

Amnesia dev makes the case for why lying to players is sometimes good game design 1
by Alissa McAloon [04.19.19]
Frictional Games' Thomas Grip explains how considering what players assume about features can sometimes matter more than the actual features themselves.
Console/PC, Design

Take me to the hole: Loss and triumph in Astroneer  
by Katherine Cross [04.19.19]
It wasn't until columnist Katherine Cross fell into a hole that she truly understood the genius of Astroneer.
Console/PC, Indie, Design

Blog: Three lessons for narrative game design students  
by Gamasutra Community [04.19.19]
Three general lessons for students interested in narrative and game design on communities, supporting people, and the role of practice in trying to improve skills over time.
Design

Street Fighter II designer walks through the creation of the game's stranger fighters  
by Alissa McAloon [04.19.19]
Akira Yasuda talks about how some of the more unusual Street Fighter characters were born out of an unspoken rule that encouraged them to push the boundaries of their designs.
Console/PC, Design

The imperfect science of Falcon Age's baby bird-based social media marketing  
by Bryant Francis [04.19.19]
Outerloop Games co-founder Chandana "Eka" Ekanayake talks about the baby bird that won Twitter's heart, and also a bit about Disneyland-like level design in Falcon Age.
VR, Console/PC, Design

Get a job: Deep Silver Fishlabs is hiring a Lead Combat Designer  
by Staff [04.18.19]
The Deep Silver Fishlabs team is looking for a dev to lead a small combat design team working on a 3D SciFi game.
Design, Recruitment

Don't Miss: Devs reflect on the impact and legacy of Burnout Paradise 2
by Staff [04.18.19]
Devs who worked on or were influenced by Criterion Games' 2008 release Burnout Parasise reflect on what made the game so special and how it changed the racing genre.
Console/PC, Indie, Design

Blog: Why game jams can be a necessary distraction 2
by Gamasutra Community [04.18.19]
Six months ago, my tiny indie studio failed our first attempt at crowdfunding a game. Without the inspiration that came from entering game jams, we may have never tried again.
Programming, Design, Production

Blog: What makes a game prologue gripping? 4
by Chris Kerr [04.18.19]
An article about what methods great game prologues use to grip players attention, as well as about which goals they strive to achieve.
Design

Lights in the dark: How Ashen's design sets it apart from other 'Soulslikes'  
by Cian Maher [04.18.19]
Creative director Derek Bradley opens up about the design of A44's remarkable Soulslike Ashen, and discusses how subtle art and design choices set it apart from the bleak worlds of From Software.
Console/PC, Social/Online, Indie, Design, Video

Don't Miss: Alien: Isolation and the evolution of horror sims 36
by Staff [04.17.19]
Amnesia & Soma dev Thomas Grip recounts a history of games that invoke terror in players & how Alien: Isolation successfully captured the spirit of a 'horror simulator' game.
Design

AbleGamers opens Accessible.Games, a dev portal for accessibility info  
by Alissa McAloon [04.17.19]
AbleGamers has launched a new website in the interest of giving game developers access to more information on how to make their games more accessible through community collaboration.
Console/PC, Design