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 indie developer Mike Sennott cultivated random elements in …
Case Studies
How word choice transformed the exploration-driven world of Beacon Pines
Beacon Pines sees players shaping the story of Luka and his cute animal friends by changing the words of a magical storybook. A single turn of phrase or word choice can bring a disturbing end to the kid’s journey, so carefully selecting the right word at the right time will be vital to ensuring everyone …
Postmortem: The journey of Inkbound through Early Access
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. Game Developer Deep Dives are an ongoing series with the goal of shedding light …
How Against the Storm managed to mix city-building and roguelite play
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 …
Put your trope down, flip it, and reverse it: Fulfilling and subverting archetypes in Romancelvania
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 …
Deep Dive: Expanding accessibility for As Dusk Falls’ PlayStation port
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. Game Developer Deep Dives are an ongoing series with the goal of shedding light …
Balancing a two-hero battle system with Bossgame: The Final Boss Is My Heart
Bossgame: The Final Boss Is My Heart is all about a pair of girlfriends who hunt devils, battling through a barrage of boss battles whenever they’re not gently teasing each other through texts. Players will have to control both girlfriends at the same time if they’re going to overcome these nasty bosses. Teamwork is vital …
Experimenting with movement in squishy physics climb-em-up Klifur
Klifur is an exuberant morsel of a game from Torfi Asgeirsson — one of the minds behind NUTS and A Firm Handshake — that aims to explore physics and character movement by getting players to put a plucky climber through their paces. The project was inspired by turn-based fighting game Toribash, which lets players devise their own …
Finding the beat through environmental cues in the rhythm game Melatonin
Melatonin is a rhythm game that takes players to a charming, dreamy world filled with music where their actions are informed by the beat of the song, but without an accompanying interface telling them when to press the buttons. Instead, the game leads them through the beats by using the visuals and events happening around them, drawing a rhythm …
Deep Dive: How to achieve the cozy papercraft style of Paper Cut Mansion
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 …