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In this, the month of Metroidvanias, enjoy this timeless look at the pillars of the genre, featuring devs from around the industry weighing in on what makes a good Metroidvania and why. ...
We could have titled this feature (in which Burnout Paradise co-creator Alex Ward & other devs reflect on the design & impact of the influential open-world racer) Paradise Lost & Found, but we didn't. ...
Patrick Miller takes a look at matches from Evo 2015 to give designers examples of what they can learn from watching competitive fighting game events. ...
A programmer dissected the code of No Man's Sky to find out exactly how it procedurally generates planets full of unique content. ...
No Man's Sky sound designer Paul Weir breaks down how the game makes use of an innovative vocal modeling synthesizer plugin and a custom-built generative music system to create the soundtrack. ...
"It was a task that the newsgroups, gaming [websites], and perhaps even the publisher had doubts could be done," recalled Todd Meynink in this classic postmortem of the 1999 N64 port. ...
It's easy to overwhelm players with too much choice. In this classic post, game user researcher Bob Tilford discusses the literature of excess choice and how it relates to game design! ...
As SGDQ kicks off its yearly charity speedrunning marathon, take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games. ...
Today is the 27th anniversary of the first Sonic the Hedgehog game, and you should mark the occasion by reading this classic interview with co-creator Hirokazu Yasuhara. ...
Gamasutra looks at how the holistic level design of Prey gives players room to tell stories of their own. ...


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