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October 14, 2019
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Updates » Design
Designing the varied control schemes of multi-animal wonder Lost Ember  
by Aron Garst [09.27.19]
In Mooneye Studios' upcoming game Lost Ember, players control a wide variety of animals, including a wolf, a duck, an otter, and more. Developer Tobias Graff told us how the studio tackled the many-animal problem.
Indie, Art, Design, Video

Don't Miss: Behind the colorful music wheel of Wandersong 1
by Bryant Francis [09.26.19]
Wandersong's Greg Lobanov digs into the game's intriguing color wheel of song, why he crafted an aesthetic around a 'rainbow of sound', and how he designed puzzles solvable by singing.
Indie, Design

Blog: Digging into the development of Creature in the Well with Bohdon Sayre  
by Gamasutra Community [09.26.19]
Bohdon Sayre (or Bo) is the programmer for Creature in the Well, a game that has recently been released and has been coined by fans as a pinball hack and slash adventure game.
Design, Production

Knights And Bikes: Turning aesthetic mood into gameplay 1
by Bryant Francis [09.26.19]
Foam Sword co-founder Rex Crowle discusses the intertwining of gameplay and visual aesthetics in Knights And Bikes.
Console/PC, Art, Design

Raven Software devs look back at the making of Jedi Outcast 2
by Bryant Francis [09.25.19]
Watch four veteran developers of Raven Software's Jedi Knight II: Jedi Outcast discuss the design and development of the original game.
Console/PC, Design, Video

Don't Miss: How Naughty Dog designed The Last Of Us' brutal melee system 1
by Staff [09.25.19]
Naughty Dog's Anthony Newman takes to the stage at GDC 2014 to deconstruct a complicated topic: the melee system at play in the studio's brutal post-apocalyptic 2013 game The Last Of Us.
Design

Respawn's first VR game is Medal of Honor: Above and Beyond  
by Alex Wawro [09.25.19]
"It's different than Titanfall," says Respawn's Peter Hirschmann of the studio's new big-budget WWII VR shooter. "It's different than shooting zombies. It's about something that really happened."
VR, Design

IGF 2020 Inspirations: The mind-bending, IGF award-winning Baba Is You  
by Staff [09.25.19]
Get inspired, and then get moving: GDC organizers still accepting submissions for the 2020 Independent Games Festival, but you've gotta get your game in before this coming Monday, September 30th!
Indie, Design, IGF

Chat with the developers of Jedi Knight II: Jedi Outcast at 3PM EST  
by Bryant Francis [09.25.19]
Four members of the Jedi Knight II: Jedi Outcast development team are dropping by the GDC Twitch channel to discuss the original game's development.
Console/PC, Design, Video

GDC YouTube Top 5: NYU Game Center's Mitu Khandaker  
by Staff [09.24.19]
Mitu Khandaker, CEO and technical director of Glow Up Games, professor at NYU Game Center, and GDC Advisory Board member, picks her top 5 GDC YouTube videos, from player inclusivity to writing modular characters for system-driven games.
Programming, Art, Design, Production, Business/Marketing, GDC

Using the language of film & theater to entice new players in FMV game Erica  
by Steven T. Wright [09.24.19]
"With Erica, I wanted to use the familiar language of film to basically bring people in, to ease the phobia of games,” says Flavourworks' Jack Attridge in this design chat about his new FMV game Erica.
Console/PC, Design

Combat, co-op, and proc gen: Inside the design of Remnant: From the Ashes  
by Bryant Francis [09.23.19]
Remnant: From the Ashes design director John Pearl breaks down what makes Gunfire Games' Souls-like shooter stand out from the crowd.
Console/PC, Design

Get a job: PlayStation, Game Closure, and more are hiring now!  
by Staff [09.20.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Audio, Design, Production

Video Game Deep Cuts: Sayonara, Switch Lite, Wild Herds 1
by Simon Carless [09.20.19]
This week's highlights include the gorgeous Sayonara Wild Hearts & the launch of the Switch Lite, as well as a doc on the making of Them's Fighting Herds, Borderlands 3, and lots, lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: A 2007 look at the essential open-world games for game designers 6
by John Harris [09.20.19]
In this classic 2007 feature, Gamasutra looks at the evolution of 'open world games' from Adventure through Metroid to Grand Theft Auto and extracts some key lessons for game designers.
Design

Don't Miss: How Everything connects the arts of animation and game design  
by Alissa McAloon [09.19.19]
There's a subtle link between Everything's playable characters and the early history of animation. Watch developer David OReilly explain it in this live-streamed interview
Indie, Art, Design

How to grow as a designer: What to read, where to get ideas, and knowing thyself
by Tanya X. Short [09.19.19]
Here are a few thoughts and observations on how to grow as a designer, whether you’re aspiring or senior, based on over 10 years of experience.
Design

Watch two of GreedFall's developers discuss their new colonial RPG  
by Bryant Francis [09.18.19]
Learn some of the design and development secrets behind Spiders' new action RPG GreedFall in this discussion from the GDC Twitch channel.
Console/PC, Design, Video

Don't Miss: Writing Firewatch, and capturing the beauty of being alone 3
by Roy Graham [09.18.19]
"People go to Wyoming because they're captivated by the beauty and the aloneness. Growing up there creates a certain feeling inside you that you don't really get rid of for the rest of your life."
Indie, Art, Design

IGF 2020 Inspiration: Zachtronics' award-winning Opus Magnum!  
by Staff [09.18.19]
The deadline to submit your game to the Independent Games Festival for award consideration is less than two weeks away (September 30th) so don't delay!
Indie, Design, IGF