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Gamasutra - Game Design Deep Dives
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21 Oct 2014 - 12 Mar 2024
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The Wayback Machine - https://web.archive.org/web/20150330235104/http://gamasutra.com/deepdives
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Indie Games
Game Design Deep Dive: Traffic systems in
Cities: Skylines
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
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
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
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
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
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'
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
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