Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as lessons learned from ten years of development with …
Case Studies
Book Excerpt: Great Games Need Great Leaders
The following excerpt is from Great Games Need Great Leaders: Multiclassing to Lead Game Development Teams by Matthew John Dyet. The book will be published August 30, 2024 by CRC Press, a division of Taylor & Francis, a sister company of Game Developer and Informa Tech. Use our discount code GDTF20 at checkout on Routledge.com to …
Deep Dive: Player-centered narrative design in Slay the Princess
Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as creating a game manual that accommodates multiple learning …
Designing the mind-bending puzzles in Patrick’s Parabox
Patrick Traynor’s latest puzzle game Patrick’s Parabox is both an evolution of the block-pushing puzzle game, and something new and unique to itself. It allows players to shrink down and enter boxes, where there can be whole levels inside them, but that is just barely scraping the surface of a unique and ingenious experience. According …
Deep Dive: How GOG perfected the imperfect with the re-release of Alpha Protocol
Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as how Ishtar Games approached the design of a …
Deep Dive: Implementing crossplay functionality in We Were Here Forever
Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as how solo developed Devon Wiersma optimized the spraypainted …
Deep Dive: Evolving UI and difficulty levels in Cook Serve Forever
There is nothing wrong with an inherently difficult game. It’s what I’ve built my entire career on, in fact. But the degree to which I was shutting out players from enjoying our games simply due to our staggering difficulty didn’t become apparent until it was too late—and the features we put in to make our …
Deep Dive: How we got one million players to give a dam about Timberborn
Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as creating a game manual that accommodates multiple learning styles with …
Deep Dive: Multiple menu systems & UI design in APICO
Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as UI and difficulty levels in Cook Serve Forever, …
Deep Dive: Designing a new dwarf race in The Last Spell
Game Developer Deep Dives are an ongoing series with the goal of shedding light on specific design, art, or technical features within a video game in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all. Earlier installments cover topics such as how Techland centered player feedback in the development …