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July 25, 2021
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Updates » Design
How the painful process of cutting ideas almost sank Sea of Solitude 1
by Chris Kerr [07.23.21]
"Calculating the timeframe and the scope for development so poorly is what nearly caused the whole production to fail."
Design, Production, Business/Marketing, GDC

Using vorticles to simulate wind in Ghost of Tsushima 1
by Chris Kerr [07.23.21]
"We're doing the most basic approximation of fluid dynamics by taking several height map samples out in front of each particle and giving it an upwards velocity in advance so they float over things nicely."
Console/PC, Programming, Design, Production, GDC

Epic Games acquires Sketchfab asset store, reduces platform fees to 12 percent  
by Chris Kerr [07.23.21]
Epic Games has acquired the Sketchfab asset store for an undisclosed fee, and has pledged to immediately lower platform fees to 12 percent.
VR, Art, Design, Production, Business/Marketing

How Naughty Dog prototyped the interactive guitar in The Last of Us Part II  
by Chris Kerr [07.22.21]
"[We decided] the simplest affordance is probably going to be a wheel menu on the analog stick. That way the player can deflect in a corresponding direction without having them look down."
Console/PC, Programming, Design, Production, GDC

Eight tools for creating chilling horror from the maker of FAITH  
by Bryant Francis [07.22.21]
FAITH creator Mason Smith dropped by GDC 2021 with insights on how developers can scare the pants off players even when they’re only working with a handful of pixels.
Console/PC, Design, GDC

A taxonomy of Weenies: the landmarks that define Ghost of Tsushima  
by Bryant Francis [07.22.21]
Here's a breakdown of the different landmark types Sucker Punch used to make Ghost of Tsushima's virtual world compelling and navigable.
Console/PC, Design, GDC

The Microsoft Game Development Kit is now available for free on GitHub  
by Chris Kerr [07.22.21]
Microsoft said it wants to "enable any creator, anywhere on the planet, to make games for our ecosystem."
Console/PC, Programming, Design, Production, Business/Marketing

Hades wins Game of the Year at 21st Annual Game Developers Choice Awards  
by Staff [07.21.21]
Hades also honored with the Best Audio and Best Design Awards, Ghost of Tsushima wins Best Visual Art and Audience Awards.
Console/PC, Design

Umurangi Generation leads the way at the 23rd annual Independent Games Festival Awards  
by Staff [07.21.21]
Umurangi Generation also honored with the Excellence in Narrative Award, other winners include Vessels, Genesis Noir, Arrog, Teardown, and Blaseball.
Console/PC, Design, GDC

Here's a deep dive on the first 30 minutes of Marvel's Spider-Man: Miles Morales  
by Bryant Francis [07.21.21]
You never get a second chance to make a first impression. Here's how Insomniac Games made sure their take on Miles Morales landed with a smash.
Console/PC, Design, GDC

Discovering your game's regional appeal, pre-launch?  
by Gamasutra Staff [07.21.21]
What's the best way to see the regional breakdown of Steam interesting and wishlists before launch? This, plus lots more, in our discovery latest round-up.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Understanding the meaningless, micro-reactive, and marvellous writing of Disco Elysium 2
by Chris Kerr [07.21.21]
"This thing that we've been calling micro-reactivity is essentially a process for generating narrative ripples on an industrial scale."
Console/PC, Design, Business/Marketing, GDC

How Naughty Dog defined melee attacks and behaviors in The Last of Us Part II  
by Chris Kerr [07.21.21]
"A melee attack contains animations to be played by the attacker and the defender, or the target. Then we have starting and ending conditions for each melee attack."
Console/PC, Programming, Design, GDC

Konami is turning PES into a digital-only, free-to-play franchise called eFootball  
by Chris Kerr [07.21.21]
Konami is rebranding its Pro Evolution Soccer (PES) franchise after over two decades and turning the soccer sim into a digital-only, free-to-play series.
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

Combining bombastic heists with a fully destructible voxel world in Teardown  
by Joel Couture [07.21.21]
"The destruction came first, and the setting was more or less retrofitted to suit the technology. It was important to me that destruction would be used for actual gameplay and not just as an effect."
Design, Video, IGF

The collaborative process behind Miles Morales' iconic Bodega Cat Suit 1
by Chris Kerr [07.21.21]
"While it may just seem like another suit, this symbolized the team spirit we have at Insomniac and serves as a great example of our collaborative nature."
Console/PC, Art, Design, Production, GDC

Frostpunk designer: Systems can express personal ideas, even unintentionally  
by Bryant Francis [07.20.21]
In her GDC 2021 talk, former Frostpunk game designer Marta Fijak broke down how designers can use game systems to express authorial intent—for better and potentially for worse.
Console/PC, Design, GDC

Designing biomes to create memorable adventures in Assassin's Creed Valhalla  
by Chris Kerr [07.20.21]
"From all the sources, and after a lot of iteration separating mountain biomes, grasslands, forests, we were able to boil it down to two main biomes: essentially lush and dry."
Console/PC, Art, Design, Production, GDC

Guiding players with story-driven events in live games using 'breadcrumbs'  
by Bryant Francis [07.20.21]
King's Abigail Rindo shared how the studio uses “narrative breadcrumbs” to guide players through story-driven events.
Console/PC, Design, GDC

GDC 2021: Find all our coverage here!  
by Staff [07.19.21]
Stay up to date on news, interviews, session coverage and more from the all-virtual GDC 2021.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing