The player-directed level design of Tacoma
Fullbright's Steve Gaynor and Nina Freeman discuss the level design of Tacoma and how different facets of design depended on each other during development. ...
Fullbright's Steve Gaynor and Nina Freeman discuss the level design of Tacoma and how different facets of design depended on each other during development. ...
Laundry Bear Games' Gabby DaRienzo discusses how A Mortician's Tale innovates on death mechanics, and shares strategies on how game developers can best explore death in their own games. ...
Narrative director at Deck Nine and lead writer on Life is Strange: Before the Storm Zak Garriss discusses how to run a successful writer's room. ...
"Scope creep is a bad, dirty term, yet it's also been my fundamental development technique," joked Tom Francis, developer behind the games Heat Signature and Gunpoint. ...
The team behind The Witness has put out a call for submissions encouraging independent game designers from traditionally underrepresented groups to work on grid-based puzzle games. ...
At GDC 2018 game designer Jennifer Scheurle breaks down how some of the biggest games "trick" players, showcasing how being a good game maker sometimes requires taking advantage of human perception. ...
This week's longform writing/video highlights include helping gamers find undiscovered exoplanets, research about 'the trust spectrum' from Raph Koster, and lots more. ...
Gamasutra chats with devs from around the industry about good enemy design, and what's involved with creating enemies that feel 'okay' to kill -- without making killing feel okay. ...
A profile published by Polygon earlier today examines how a growing number of established Japanese game developers have taken a different approach for creating new titles. ...
Game Developers Conference 2018 is just around the corner, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here! ...