Bite-Sized Roguelike Realm Of The Ghost King Shuffles Towards Release

I do love me a good roguelike, but these things are quite the time sink. Level up your puny little hero, explore vast labyrinths, amass riches – that stuff usually takes a considerable amount of time. But fret not, Realm of the Ghost King respects your time, offering bite-sized sessions that will easily fit into your coffee break. The game …

Video: Behind the minimalistic visual design of Mini Metro

Conveying information and maintaining a distinct visual style can be difficult, especially if a game’s user interface depends on having a clear and concise design to relay instructions to the player.  In this 2017 GDC session, Mini Metro developer Jamie Churchman goes over the successes and failures of visual design in Mini Metro, examining how visual design and user interface decisions play a role in creating a …

Sharpen your level design skills at the GDC 2018 Level Design Workshop!

As you’re getting ready for the Game Developers Conference in March, organizers want to be sure you know about some of the great sessions taking place at the event that are all about the art of great level design. Each of these talks is part of the Level Design Workshop, one of many focused, insightful Bootcamps and Tutorials scheduled during the first two days of GDC — that’s Monday …

A Raven Monologue Tells A Story Of Raven Relationships

A Raven Monologue follows a raven who can’t seem to call out, telling a silent story of its relationship with the people in town. A Raven Monologue follows the raven through several meetings around town, using visuals to explain the story and its conversations with the people of the city. Using striking artwork, perspective, and imagery, the game will follow …

7 notable puzzle-platformers every dev should study

The puzzle-platformer is, at its core, a contradiction — a fusing of two disparate schools of game design: the platformer, with its arcade roots and twitch-action emphasis, and the puzzler, with its roots in more cerebral pursuits. Yet dozens or perhaps even hundreds of games have proven this a popular and compelling combination. Still, it remains a difficult one to …

Explore mysterious alien worlds in 3D platformer Venineth

Across sprawling and abstract alien worlds, Venineth frames its platforming, exploration, and environmental within a focus on mystery and discovery. This puzzle platformer is set not in challenging gauntlets but on the vast expanses of distant planets, letting you explore and uncover the secrets of its worlds at your own pace. As sleek chrome drone, you venture out into the …

Don’t skip the smorgasbord of great talks at GDC 2018’s Indie Games Summit!

The Game Developers Conference is two months away, and organizers want to be make sure you don’t overlook some of the fantastic talks from indie devs, for indie devs that are happening at the March event. Each of these talks is part of the GDC Game Independent Games Summit, one of eight that will take place Monday, March 19th and Tuesday, March 20th at the Moscone Center …

GDC 2018 is proud to welcome back the Train Jam game showcase!

The 2018 Game Developers Conference is two months away, and a group of devs looking to ride the rails from Chicago to San Francisco to attend — and make a game along the way — have signed up to do so as part of the fifth annual Train Jam game jam! Created and organized by game developer Adriel Wallick, Train Jam has become something of a phenomenon: a fantastic opportunity …

Action-Platformer Cally’s Caves 4 Brings Back Those Goofy Jumping Sounds Of Old

Remember Billy Blaze? Also known as Commander Keen, he is fondly remembered for his action platforming exploits in the early nineties. The Commander Keen games were in many ways leading the way in the pre-Doom shareware era and are still fondly remembered by many players. 25 years later, along comes a little series called Cally’s Caves. 12-year-old me would have …

Game Design Deep Dive: Creating the ‘spherical narrative’ in The Invisible Hours

The Gamasutra 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. Check out earlier installments, including maintaining player tension levels in Nex Machina, achieving seamless branching in Watch Dogs 2’s Invasion of Privacy missions, and creating the …