The Gamer's Post

The player-directed level design of Tacoma

about X hours ago from Gamasutra Indie News

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. ...

A Mortician's Tale deconstructs how death should be designed

about X hours ago from Gamasutra Indie News

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. ...

Life Is Strange writer on how to run a successful writer's room

about X hours ago from Gamasutra Indie News

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: A useful, treacherous tool, says Heat Signature dev

about X hours ago from Gamasutra Indie News

"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 Witness team announces a grant for underrepresented devs

about X hours ago from Gamasutra Indie News

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. ...

Appreciating the magic (and power) of hidden game mechanics

about X hours ago from Gamasutra Indie News

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. ...

Video Game Deep Cuts: The Exoplanets Of Trust

about X hours ago from Gamasutra Indie News

This week's longform writing/video highlights include helping gamers find undiscovered exoplanets, research about 'the trust spectrum' from Raph Koster, and lots more. ...

How devs deal with making enemies that feel 'okay' to kill

about X hours ago from Gamasutra Indie News

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. ...

Established Japanese devs are making games under a new approach

about X hours ago from Gamasutra Indie News

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. ...

GDC 2018 is next week! Follow along on Gamasutra's official event page

about X hours ago from Gamasutra Indie News

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! ...

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