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October 14, 2019
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Updates » Design
Video Game Deep Cuts: Hearthstone Boycotts, Concrete Genie, Indie Sales  
by Gamasutra Staff [10.11.19]
This week's highlights include fallout from Blizzard's 'Hong Kong censorship' controversy, new titles including Concrete Genie, Neo Cab, and John Wick Hex, plus the reality of indie game sales.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

DIY thumbsticks and clay creations: How Google designed its Stadia gamepad 1
by Chris Kerr [10.11.19]
What goes into designing a new gamepad? Given most of them share a striking number of similarities, you'd be forgiven for thinking the answer to that question is 'not much.' If only.
Design, Business/Marketing

Blog: Accessibility and difficulty as barriers to art 2
by Gamasutra Community [10.11.19]
Who should be able to experience art? While in an ideal world the answer is everybody, there are some who are unable to engage with video games for numerous reasons, including difficulty.
Design

'BARF!': Designing River City Girls' approachable, challenging brawling 1
by John Harris [10.11.19]
Gamasutra chats with WayForward's Adam Tierney about the design and development of River City Girls, a vibrant 2D brawler that pays tribute to the classic River City Ransom games.
Indie, Design

Watch Mike Z and Mariel Cartwright break down the making of Indivisible  
by Bryant Francis [10.10.19]
Watch two of the lead developers at Lab Zero Games share stories about the development of Indivisible.
Console/PC, Design, Video

Chat with the creators of Indivisible at 3PM ET  
by Bryant Francis [10.10.19]
Chat with gamemakers Mike Z and Mariel Cartwright today on the GDC Twitch channel about their new game Indivisible.
Console/PC, Design, Video

Blog: Rimworld, Dwarf Fortress, and procedurally generated storytelling 4
by Gamasutra Community [10.10.19]
Dwarf Fortress and Rimworld have been named story generators, a type of game in which fun does not come from reaching specific objectives but rather from seeing non-scripted stories play out.
Programming, Design

Don't Miss: Building game mechanics to elevate narrative in Oxenfree  
by Staff [10.09.19]
Night School co-founder Sean Krankel delves deep into the design decisions the Oxenfree team made in the course of making a supernatural teen thriller about exploration and communication.
Console/PC, Indie, Design

An untitled Untitled Goose Game analysis 1
by Katherine Cross [10.09.19]
Columnist Katherine Cross examines the ingredients that made House House's fantastic Untitled Goose Game a runaway hit as opposed to a mere cult classic.
Console/PC, Indie, Art, Design, Video

Behind the HONK: An Untitled Goose Game Q&A 1
by John Harris [10.09.19]
Everyone seems to be honking a bit more than usual with the recent release of House House's brilliant Untitled Goose Game. We speak with programmer Nico Disseldorp.
Indie, Design

Get a job: Obsidian Entertainment is hiring a Combat Designer  
by Staff [10.08.19]
Obsidian Entertainment is looking for a Combat Designer with proven experience developing first-person melee combat gameplay to join our team of talented developers.
Design, Recruitment

Don't Miss: Punishing difficulty conveys a personal story in The End is Nigh 1
by Joel Couture [10.08.19]
"As The End is Nigh unfolded, it became a story about my personal struggle with game development, my obsession with my work, and how it affects my family."
Console/PC, Indie, Design, Production

Blog: A guide to lucid storytelling in games  
by Gamasutra Community [10.08.19]
Elizabeth Goins, an associate professor at Rochester Institute of Technology, Department of Performing Arts and Visual Culture, has put together a quick start guide to the art of ludic storytelling.
Design

Deep Dive: Telling Lies - Making a mechanic out of scrubbing video 1
by Sam Barlow [10.08.19]
Sam Barlow, writer and director of FMV game Her Story, offers a fantastic breakdown of the video scrubbing mechanic of Her Story follow-up Telling Lies.
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: The aesthetics of frustration in Getting Over It 2
by Alex Wiltshire [10.07.19]
"This is one of the things I'm most interested in," says Foddy. "As a game designer, the most fundamental problem you're up against is that games don't matter, they're fake."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: Rebranding difficulty modes in Cogmind 2
by Gamasutra Community [10.07.19]
The hows and whys of making Cogmind's difficulty settings more accessible, and more likely to be used.
Design

Designing the personality-based narrative system of Jenny LeClue  
by Jack Yarwood [10.07.19]
Indie studio Mografi tells us how the team designed the narrative system of Jenny LeClue - Detectivu, and how choices were implemented to define character personality, as opposed to shaping the plot.
Console/PC, Smartphone/Tablet, Indie, Design, Video

Get a job: Insomniac, Manticore, and more are hiring now!  
by Staff [10.04.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment

Don't Miss: Producing Silent Hill and the challenge of making portable games scary  
by Staff [10.04.19]
In this 2006 feature, Gamasutra spoke with the producer for PSP title Silent Hill Origins and the Silent Hill digital novel about how one goes about making portable games scary.
Design, Production

Video: Go behind the scenes of Forza Horizon 3's mesmerizing skies  
by Staff [10.04.19]
In this 2017 GDC talk Playground Games' Jamie Wood explains how the company developed a technique for shooting high resolution 24 hour HDR time-lapse photography in Forza Horizon 3. 
Console/PC, Design, Video