With Acolyte, a narrative ARG that launched back in June, the goal was to combine natural language input with a more traditional detective fantasy to create an experience that spilled out of the game itself, and into the digital world. In short, I wanted players to feel like a web-literate Sherlock Holmes. Acolyte is a …
Case Studies
The making of Voss, Kohutek, Regner, & Siemon’s GridMaster
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. GridMaster sees a pair of dancers going head-to-head, …
The design and philosophy behind ephemeral game exhibition HYPER//ECHO
HYPER//ECHO is a playable video-game-slash-art-exhibition that explores how our shifting relationship with technology has become intertwined with our intrinsically human desire to create and pass on a legacy of our own. The exhibit, created by Australian digital art collective Firepit, was commissioned for ACMI’s virtual installation Gallery 5 and will be live and playable until July …
Book Excerpt: Designing Games Meant for Sharing
The following excerpt is from Designing Games Meant for Sharing, by Ioana-Iulia Cazacu. The book will be published July 11, 2024 by CRC Press, a division of Taylor & Francis, a sister company of Game Developer and Informa Tech and is now available for pre-order. Use our discount code GDTF20 at checkout on Routledge.com to …
Deep Dive: Optimizing a fully spray-painted world in Bombing!! 2: A Graffiti Paradise
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 …
Inside a world of wobbles, wiggles and sticky hand thievery in Rubblar
Rubblar sees you using a long rubber hand to steal things from twisty-turny environments while on a tight time limit. Players will need to use their stretchiness to pull their purloined items back in time before they get caught. Game Developer spoke with Thibaud Goiffon and Sander Vanhove, creators of this game of sticky banditry, …
Into the depths of genre-bending restaurant and fishing sim Dave the Diver
Dave The Diver sees you heading underneath the waves to hunt for various fish and sea life, turning them into delicious sushi dishes as you scramble to run a restaurant by night. While that’s a ton to juggle on its own, the game has only just begun to surprise you with its in-depth minigames (Seahorse …
Synthesizing an ’80s soundtrack fit for a king in Kingdom Eighties
Kingdom Eighties is a sidescrolling strategy game, but instead of featuring the kings and queens from past entries in the series, the player guides camp counselors on bikes as they try to save their ’80s towns. It brings the same strategic play the games are known for but steeps it in an era of synthesizers and skateboards. Game …
Deep Dive: Building a robust accessibility toolbox with The Forest Cathedral
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: How one design decision totally reinvented co-op in Figment 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 the scientific modeling behind the irrigation and water …