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June 16, 2019
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Updates » Design
Video Game Deep Cuts: E3, E3, E3 (and some Non-E3!)  
by Gamasutra Staff [06.14.19]
This week's roundup is E3-packed, including discussion of best games, Nintendo, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: 9 takeaways of Duelyst's journey from tabletop to digital game  
by Staff [06.14.19]
In this 2017 GDC talk, Counterplay Games' Eric Lang & Keith Lee reflect on the development of Duelyst, share lessons learned and explain how it went from a boardgame prototype to a digital card game.
Console/PC, Indie, Design, Video, Vault

Brenda and John Romero's Empire of Sin is an emergent narrative gangster flick  
by Bryant Francis [06.14.19]
Empire of Sin, Romero Games' take on 1920s turn-based tactics, has some interesting emergent narrative and gameplay elements not typical to the strategy genre.
Console/PC, Design, E3

Blog: Four decades of advergames 4
by Gamasutra Community [06.14.19]
Veteran programmer Herman Tulleken looks at highlights from the history of advergames.
Design

Blog: Tips and tricks for managing open game development  
by Gamasutra Community [06.14.19]
More and more indies are allowing players to have a say about game updates. Maybe you decided to do this as well, so here are some tips and tricks I learned from my own experience with open game dev.
Design, Production

Q&A: Writing new characters, new worlds in Obsidian's The Outer Worlds 1
by Kris Graft [06.14.19]
Megan Sparks, senior narrative designer at Obsidian, gives us a rundown of how she creates the characters and worlds of The Outer Worlds.
Console/PC, Design, E3

Cyberpunk designer says CDPR is working on transgender character options
by Bryant Francis [06.13.19]
CD Projekt Red lead quest designer Mateusz Tomaszkiewicz says that the team hopes the still-in-progress character creator will allow for a broader range of gender expression for Cyberpunk.
Console/PC, Design, E3

Video: 5 more game design techniques from rather clever devs  
by Staff [06.13.19]
In this 2018 GDC talk game designers Richard Rouse III, Erin Hoffman-John, Soren Johnson, Raph Koster, Josh Sawyer, and Stone Librande share unique game design rules they've used in their work.
Console/PC, Indie, Design, Video, Vault

In-depth: A tool for game accessibility and depth analysis 3
by Gamasutra Community [06.13.19]
Game industry veteran Tobias Karlsson (Battlefield 1942, Star Wars 1313, Days Gone) offers a method for viewing, analyzing, and comparing depth and accessibility of games.
Design

Video: How cheating and making player life easier helped Dead Cells shine  
by Staff [06.12.19]
In this 2019 GDC talk, Motion Twin's Sebastien Benard provides a closer look at how cheating and making player life easier actually made Dead Cells a hardcore game without the rage-quitting.
Indie, Design, Video, Vault

Don't Miss: Designing Zelda: Breath of the Wild's unconventional mechanics  
by Staff [06.12.19]
At GDC 2017, some of the lead developers on Nintendo's The Legend of Zelda: Breath of the Wild talk earnestly about how (and why) they designed the game's convention-breaking systems and mechanics.
Console/PC, Design

Breath of the Wild sequel partially inspired by Red Dead Redemption 2 1
by Chris Kerr [06.12.19]
Zelda producer Eiji Aonuma revealed the team working on the follow-up to Breath of the Wild have been playing a lot of Red Dead Redemption 2.
Console/PC, Design, Production, E3

Video: Inside the theme-oriented design of Phantom Doctrine  
by Staff [06.11.19]
In this 2019 GDC session, Artificer's Kacper Szymczak explores ways of thinking and step-by-step guides on how to effectively flesh out games based on the themes you're trying to explore.
Indie, Design, Video, Vault

Blog: Level design patterns in 2D games 2
by Gamasutra Community [06.11.19]
This post discusses six common level design patterns present in 2D videogames that we found from analyzing over thirty 2D games.
Design

Three interesting insights from the making of Void Bastards 3
by Bryant Francis [06.11.19]
Void Bastards game designer and programmer Farbs takes us through some of the design decisions that brought Blue Manchu's latest game to life.
Console/PC, Art, Design, Video

Get a job: N3TWORK is hiring a UI/UX Artist  
by Staff [06.10.19]
N3TWORK is looking for an exceptional UI/UX Artist who can design and build beautiful and intuitive interfaces for an upcoming game being developed in Los Angeles.
Art, Design, Recruitment

Video: Why fashion in (most) games sucks, and why you should care 1
by Staff [06.10.19]
In this 2019 GDC talk, Kitfox Games' Victoria Tran explores the recent history of fashion in games and provides multiple tips for making your own character designs runway-worthy. 
Console/PC, Smartphone/Tablet, Indie, Art, Design, Video, Vault

Follow all of Gamasutra's E3 2019 coverage here!  
by Staff [06.09.19]
Gamasutra will be covering E3 both on-site and remotely to bring you the latest news and interviews from the game industry's big L.A. showcase. Follow coverage on our dedicated E3 news page.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Video Game Deep Cuts: Combo Breaking E3 With BitSummit Flair  
by Gamasutra Staff [06.08.19]
This week's roundup includes a look at some great community events - from the fighting game scene's Combo Breaker to Japanese indie dev scene's BitSummit, as well as a peek at the first ever E3 Expo & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Yacht Club Games, Deep Silver Volition, and more are hiring now!  
by Alissa McAloon [06.07.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board!
Programming, Art, Design, Production, Recruitment