The following excerpt is from the 5th edition of “Game Design Workshop” by Tracy Fullerton. The book will be published April 19, 2024 by Taylor & Francis, a sister company of Game Developer and Informa Tech. Use our discount code GDTF20 at checkout on Routledge.com to receive a 20% discount on your purchase. Offer is …
Case Studies
Sailor Moon meets Shakespeare: the design philosophies of magic girl RPG This Way Madness Lies
This Way Madness Lies mingles community Shakespeare plays and magical girls, having you travel to dimensions based on the Bard’s works in order to duke it out in fast, but challenging turn-based battles. I don’t recall a giant plant in Romeo and Juliet, but given the light humor of the world and its heroines, I …
Exploring unique surveilling and thieving controllers for Debono’s HEIST ’98
The 2023 Game Developers Conference will once again feature Alt.Ctrl.GDC, an exhibition dedicated to games that use alternative control schemes and interactions in new, exciting, and clever ways. Ahead of GDC 2023, Game Developer will be talking to the developers of each of the games that have been selected for the showcase. HEIST ’98 uses …
1,000 little Post-It notes: an interview with the developer of He Came From Beyond
There’s an immense charm to games with hand-drawn illustrations; 2021’s Mundaun, for example, was well received for adopting a pencil sketch visual style, which imbued the game with a visceral texture that seemed to reinforce the rough-hewn edges of its dark religious folk horror. Like Mundaun, He Came From Beyond is drawn by hand, but with an …
Deep Dive: Modeling the global economy in Victoria 3
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 art director Olivier Latouche reimagined the art …
Deep Dive: Behind the starkly stylish art direction of Bloodless
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 GOG perfected the imperfect with the re-release …
Book Excerpt: Ultima and Worldbuilding in the Computer Role-Playing Game
The following is an excerpt from Ultima and Worldbuilding in the Computer Role-Playing Game, a historical study of Ultima (Origin Systems, 1981). The book was published in April 2024 by Amherst College Press and is available for open-access download or paperback purchase. In her classic work on human-computer interaction, Computers as Theatre, game designer Brenda Laurel …
Deep Dive: Using Exoscript to tame the “Narrative Octopus” of I Was a Teenage Exocolonist
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 the technical design of impossible spaces in the …
Deep Dive: Harnessing the power of player feedback with Dying Light 2
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 asynchronous multiplayer in Solium Infernum, expanding accessibility …
Telling emotional stories through evocative scenes in Rhett Tsai’s How Deep Is the Dark Water?
This interview is part of our Road to the IGF series. The IGF (Independent Games Festival) aims to encourage innovation in game development and to recognize independent game developers advancing the medium. Every year, Game Developer sits down with the finalists for the IGF ahead of GDC to explore the themes, design decisions, and tools …