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August 5, 2020
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Updates » Deep Dive
Game Design Deep Dive: Power-ups in Lovers in a Dangerous Spacetime 1
by Matt Hammill [11.17.15]
"If there’s one takeaway from this piece, it’s that every decision we made was massively influenced by playtesting. I can’t stress enough how important this was for ending up with clear, understandable game systems."
Console/PC, Indie, Design, Deep Dive

Game Design Deep Dive: Undertale's action-based RPG battles Exclusive 3
by Toby Fox [10.30.15]
Undertale developer Toby Fox shares the thinking that went into the much-praised and highly unusual battle system in his popular indie RPG.
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Controlling space and sound in Panoramical 1
by Fernando Ramallo, David Kanaga [10.16.15]
Panoramical developers Fernando Ramallo and David Kanaga take a deep dive into a simple question: How do you design and tune player input for a game that's also a music visualizer?
Console/PC, Indie, Programming, Audio, Design, Video, Deep Dive

Art Design Deep Dive: The hand-drawn art and animation of Jotun 3
by Jo-Annie Gauthier, Alexandre Boyer [10.07.15]
The art director and lead animator on Thunder Lotus Games' Jotun take a deep dive into the choices and challenges behind the game's unique art design and animation.
Console/PC, Indie, Art, Design, Deep Dive

Game Design Deep Dive: Rocking the Wii U GamePad with Runbow Exclusive  
by Alex Rushdy, Thomas McCall [08.28.15]
13AM Games explains how it got the most out of the much-maligned GamePad with new Wii U-exclusive indie game Runbow -- and made the game more fun for everybody in the room.
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Rocket jumping in Rocket League Exclusive 8
by Dave Hagewood [08.19.15]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

Game Design Deep Dive: Alarm systems in Klei's Invisible, Inc. Exclusive 4
by James Lantz [06.01.15]
Technical designer James Lantz breaks down Klei's iterative approach to designing the alarm systems in Invisible, Inc. so they consistently create a tense, high-pressure environment.
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Darkest Dungeon's Affliction System Exclusive 3
by Tyler Sigman, Chris Bourassa [05.28.15]
Chris Bourassa & Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: One-hit kills in Titan Souls Exclusive 6
by Mark Foster [05.07.15]
Mark Foster, lead designer and programmer: "We gave the player a one-hit death; when I added in the fights, I just left them as single-hit kills, too. I felt like this just made sense in terms of gameplay."
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Making babies in Hero Generations Exclusive 2
by Scott Brodie [04.14.15]
Heart Shaped Games founder Scott Brodie digs into the prototyping and fine-tuning that went into the design of the hereditary traits and genealogy systems at play in his game Hero Generations.
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Tapping to control musical monkeys in Jungle Rumble 2
by Trevor Stricker [04.01.15]
How do you make a musical action game that isn't simply monkey-see, monkey do? This Deep Dive takes you into the design of Jungle Rumble, a rhythm game that isn't typical.
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production, Deep Dive

Game Design Deep Dive: Traffic systems in Cities: Skylines Exclusive 7
by Antti Lehto, Damien Morello, Karoliina Korppoo [03.27.15]
Colossal Order launched Cities: Skylines earlier this year to remarkable acclaim. Here, the developers explain how they went about designing and coding the city builder's robust traffic systems.
Console/PC, Design, Exclusive, Deep Dive

Game Design Deep Dive: #IDARB's wonderfully disruptive 'Hashbombs' 4
by Mike Mika [02.18.15]
#IDARB lets any viewer meddle with live, competitive multiplayer #IDARB matches via Twitch and Twitter hashtags. But how was developer Other Ocean able to make it work?
Console/PC, Design, Deep Dive

Game Design Deep Dive: The save system of Alien: Isolation Exclusive 15
by Gary Napper [02.11.15]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production, Exclusive, Deep Dive

Game Design Deep Dive: The plant-growing mechanics of Ubisoft's Grow Home 1
by Andrew Willans [02.04.15]
With big-budget titles like Watch Dogs and The Crew under his belt, designer Andrew Willans of Ubisoft Reflections dives deep into the design of the vertically-astute PC game Grow Home.
Console/PC, Design, Deep Dive

Game Design Deep Dive: The unique touchscreen action game controls of Helix 5
by Michael Brough [01.28.15]
Michael Brough, creator of games including 868-HACK and Corrypt, explains how he arrived at the unique control scheme of his iOS action game Helix.
Smartphone/Tablet, Indie, Design, Deep Dive

Game Design Deep Dive: The Functions of Transistor 10
by Amir Rao [01.22.15]
Supergiant launched its atmospheric action game Transistor last year. Here, developer Amir Rao explains the inspiration and design of the game's deceptively simple Function ability system.
Console/PC, Indie, Design, Deep Dive

Game Design Deep Dive: How Rogue Legacy handles tutorials without being boring 5
by Teddy Lee [10.22.14]
How do you teach players how to play your game without getting bogged down in boring tutorials? Rogue Legacy developer Teddy Lee shares his secrets.
Console/PC, Indie, Design, Deep Dive

Game Design Deep Dive: The weapon-crafting system of Mercenary Kings Exclusive 10
by Jonathan Lavigne [10.15.14]
I'm going to explain a challenge we had when developing the weapon customization system, and how we solved it. This question was this: "How do we define and balance all stats for 300 gun parts?"
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Shovel Knight's Chester, the merchant 9
by Gamasutra Community [10.08.14]
"Even the tiniest game design idea can go through a long process... Starting small and evaluating the troubles of an existing design can guide any game developer to creative, interesting results."
Console/PC, Indie, Design, Deep Dive