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Gamasutra - Game Design Deep Dives
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March 30, 2015
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Gamasutra - Game Design Deep Dives
Game Design Deep Dive: Traffic systems in Cities: Skylines Exclusive 7
by Antti Lehto, Damien Morello, Karoliina Korppoo [03.27.15]
Colossal Order launched Cities: Skylines earlier this year to remarkable acclaim. Here, the developers explain how they went about designing and coding the city builder's robust traffic systems.
Console/PC, Design, Exclusive, Deep Dive

Game Design Deep Dive: #IDARB's wonderfully disruptive 'Hashbombs' 4
by Mike Mika [02.18.15]
#IDARB lets any viewer meddle with live, competitive multiplayer #IDARB matches via Twitch and Twitter hashtags. But how was developer Other Ocean able to make it work?
Console/PC, Design, Deep Dive

Game Design Deep Dive: The save system of Alien: Isolation Exclusive 11
by Gary Napper [02.11.15]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production, Exclusive, Deep Dive

Game Design Deep Dive: The plant-growing mechanics of Ubisoft's Grow Home 1
by Andrew Willans [02.04.15]
With big-budget titles like Watch Dogs and The Crew under his belt, designer Andrew Willans of Ubisoft Reflections dives deep into the design of the vertically-astute PC game Grow Home.
Console/PC, Design, Deep Dive

Game Design Deep Dive: The unique touchscreen action game controls of Helix 5
by Michael Brough [01.28.15]
Michael Brough, creator of games including 868-HACK and Corrypt, explains how he arrived at the unique control scheme of his iOS action game Helix.
Smartphone/Tablet, Indie, Design, Deep Dive

Game Design Deep Dive: The Functions of Transistor 10
by Amir Rao [01.22.15]
Supergiant launched its atmospheric action game Transistor last year. Here, developer Amir Rao explains the inspiration and design of the game's deceptively simple Function ability system.
Console/PC, Indie, Design, Deep Dive

Game Design Deep Dive: How Rogue Legacy handles tutorials without being boring 4
by Teddy Lee [10.22.14]
How do you teach players how to play your game without getting bogged down in boring tutorials? Rogue Legacy developer Teddy Lee shares his secrets.
Console/PC, Indie, Design, Deep Dive

Game Design Deep Dive: The weapon-crafting system of Mercenary Kings Exclusive 10
by Jonathan Lavigne [10.15.14]
I'm going to explain a challenge we had when developing the weapon customization system, and how we solved it. This question was this: "How do we define and balance all stats for 300 gun parts?"
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Shovel Knight's Chester, the merchant 9
by Gamasutra Community [10.08.14]
"Even the tiniest game design idea can go through a long process... Starting small and evaluating the troubles of an existing design can guide any game developer to creative, interesting results."
Console/PC, Indie, Design, Deep Dive

Game Design Deep Dive: Finding the beat in Crypt of the NecroDancer Exclusive 10
by Ryan Clark [09.17.14]
Brace Yourself Games launched its rhythm-based roguelike Crypt of the NecroDancer earlier this year. Here, creator Ryan Clark explains how he stumbled upon -- and carefully tweaked -- the game's signature beat mechanic.
Console/PC, Indie, Audio, Design, Exclusive, Deep Dive

Game Design Deep Dive: The digging mechanic in SteamWorld Dig Exclusive 2
by Olle Håkansson [09.10.14]
Image & Form released SteamWorld Dig in August 2013. Here, the team describes the process it went through in designing the main mechanic of the game, which (as you may have guessed) is the digging.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

Game Design Deep Dive: Movement in Road Not Taken Exclusive 8
by Daniel Cook [09.03.14]
Spry Fox co-founder Daniel Cook writes about how and why they made a very specific game design decision in Road Not Taken, as part of a new Gamasutra series.
Console/PC, Indie, Art, Design, Production, Exclusive, Deep Dive

Game Design Deep Dive: Amnesia's 'Sanity Meter' Exclusive 16
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Design, Exclusive, Deep Dive

Game Design Deep Dive: Ammo Collection in Wolfenstein: The New Order Exclusive 18
by Jerk Gustafsson [08.21.14]
MachineGames' Jerk Gustafsson writes about a very specific game design decision in Wolfenstein: The New Order, as part of a new Gamasutra series.
Console/PC, Design, Exclusive, Deep Dive