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October 14, 2019
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Updates » Design
Don't Miss: GDC has launched a new podcast! 2
by Kris Graft [09.06.19]
Game Developers Conference has a new monthly podcast! Don't miss the August episode, featuring Kris Graft and Alissa McAloon, along with game production expert Grant Shonkwiler as the first guest.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast

Blog: Unity Addressables - It's never too big to fit 7
by Gamasutra Community [09.06.19]
You're leading a team of programmers and artists to port a good-looking PS4 VR game to Oculus Quest. You have 1 month to halve your memory budget and 6 months to complete it. What's your first move?
Design

Video: Designing levels for a video game mixtape  
by Staff [09.06.19]
In this 2017 GDC talk, Alejandro Quan-Madrid discusses the creation of mobile game FRKN WKND, a kind of video game mixtape that's made up of a collection of autobiographical vignette games.
Console/PC, Indie, Design, Video, Vault

The beauty industry is getting an AR makeover; learn how at XRDC!  
by Staff [09.06.19]
Cutting-edge AR beauty tech (like augmented reality mirrors) is here; ModiFace's Jennifer Tidy will give you the inside scoop on how, why, and what it means for you at XRDC in San Francisco next month!
VR, Design, Business/Marketing, XRDC

Blog: I am the cheapest bastard in indie games 15
by Gamasutra Community [09.06.19]
In this indie biz deep dive, we share a bunch of budget and sales numbers to show how accepting our limitations helps our business succeed.
Design, Business/Marketing

Don't Miss: From concept to doubt to reevaluation: Designing Creature in the Well  
by Staff [09.05.19]
Like many developers, Flight School Studio wasn't sure if its game, Creature in the Well, would have the legs to be a full-fledged product.
Console/PC, Design

Blog: Finding and eliminating bugs in NES development 1
by Gamasutra Community [09.05.19]
If bugs didn't bother us, the development process would be faster and more enjoyable. Unfortunately, they do, but there are many tools and strategies for eliminating bugs - even for retro programmers.
Programming, Design

IGF 2020 Inspiration: Star Maid's Nuovo Award-winning Cibele  
by Staff [09.05.19]
Submissions for the 2020 Independent Games Festival are open through September 30th, and to give you a little inspiration, today we look back on IGF 2016 Nuovo Award winner Cibele!
Indie, Design, IGF

Blog: Kickstarter tactics based on our campaign for Unbound: Worlds Apart 3
by Gamasutra Community [09.05.19]
Earlier this year we launched a Kickstarter campaign for our game, Unbound: Worlds Apart. We aimed to raise $25,000 in 30 days. By the end of the campaign we had raised $41,000.
Design, Business/Marketing

Watch Rex Crowle discuss the design choices behind Knights And Bikes  
by Bryant Francis [09.04.19]
Watch Knights And Bikes co-designer Rex Crowle discuss the visual and gameplay style behind Foam Sword's debut game.
Console/PC, Design, Video

Chat with the Knights And Bikes and Remnant: From the Ashes devs today!  
by Bryant Francis [09.04.19]
A rare double feature on the GDC Twitch channel today will let you chat with the developers of Knights And Bikes and Remnant: From the Ashes.
Console/PC, Design, Video

How Remedy harnessed the ethereal beauty of brutalism to shape Control 1
by Chris Kerr [09.04.19]
"The mundanity of the space is important, because 10 seconds later everything's going to be trashed, and there's going to be chaos."
Console/PC, Design

Learn to build better robots with the power of VR at XRDC this October!  
by Staff [09.04.19]
Come out to XRDC in San Francisco this October and enjoy a deep dive into the growing trend in human-robot interaction to design and test in VR - not just robot behavior, but the looks and mechanics!
VR, Design, XRDC

Crafting the mobile-friendly atmospheric storytelling of Sky: Children of the Light  
by John Harris [09.04.19]
thatgamecompany's Eileen Hollinger and Tim Nixon sat down with Gamasutra to explain how the studio's visual storytelling style plays out in Sky and how it molds meaningful multiplayer moments.
Smartphone/Tablet, Design, Production, Video

Don't Miss: Rethinking the RPG to make it fun to be the bad guy in Tyranny 2
by Chris Priestman [09.03.19]
"You may sell the player with a 'you get to be an evil bully' promise, but for there to be a source of conflict, there needs to be a mountain of bigger bullies to climb and strive against."
Console/PC, Indie, Design

Video Game Deep Cuts: Control The Knights On Bikes With Chains  
by Simon Carless [09.03.19]
This week's roundup includes a look at a whole heap of new games, including Control, Knights On Bikes, Ancestors, and Astral Chain, as well as a retrospective interview with Seaman designer Yoot Saito.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A data-driven deep dive into the 12 motivations for players  
by Staff [09.03.19]
In this 2019 GDC talk, Quantic Foundry's Nick Yee take a deep dive into 12 major player motivations, based on Quantic Foundry's survey of over 400,000 game players!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Blog: The UX of the Overwatch role queue 1
by Gamasutra Community [09.02.19]
A UX analysis of the Overwatch role queue beta considering the psychology of design and usability principles.
Console/PC, Design

Blog: How painting works in Chicory: A Colorful Tale 1
by Gamasutra Community [09.02.19]
The following blog comes from Greg Lobanov and is an exploration into how the interesting painting mechanic works in his latest game Chicory: A Colorful Tale.
Design

IGF 2020 Inspiration: 2015 Grand Prize winner Outer Wilds!  
by Staff [08.30.19]
If you need a little inspiration as you prepare for the 2020 Independent Games Festival, consider the underdog story of Mobius Digital’s cozy space exploration game Outer Wilds!
Indie, Design, IGF