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Thatgamecompany's Journey is dominated by gentle slopes, but in this GDC 2013 talk its art director, Matt Nava, explains how the game's art direction coalesced through rocky starts and sharp turns. ...
When combining confined gameplay with narrative and context, you can create an incredibly immersive experience, argues Frictional Games' Thomas Grip. ...
In this classic post-Dragon Age II feature, Gamasutra chats with (then) lead writer David Gaider about the writing process, and how the team wanted to focus on the 'dark' part of 'dark heroic'. ...
Can the original Zelda game still have things to teach designers? In this 2012 analysis, Mike Stout dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more. ...
too stuffed? too lazy to reach that last slice of pizza? not a problem. The post this chest-mounted robot feeds your face so you don’t have to appeared first on designboom | architecture & design magazine.
"I was told multiple times, 'scale it back, change it so he†™s simpler,'" says God of War director Cory Barlog. "I was even told to consider cutting him out of the game." ...
Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including in-progress screens and video. ...
Former Metroid Prime developer Paul Tozour sheds light on a technique for finding the shortest path through a graph, and shows how to use it as a design tool for a Metroid-style game. ...
"Having the walls move in an elegant and credible way is very difficult in itself, but making sure the player wouldn't be lost was one of the biggest challenges for us." - Christophe Carrier, Level Design Director at Arkane Studios ...
In this interview from 2011, Blizzard designer Leonard Boyarsky talks to Gamasutra about the process of expanding the Diablo universe significantly with the third installment of the series. ...


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