A damage value is configuration. It is not a complete combat acceptance test. Two implementations can both subtract the same amount of health while disagreeing about when a target becomes …
Unity details how Moonlight Kids built Echo Weaver, a time-loop metroidbrainia launching today on PC and consoles. The team uses Unity 6 to stream an open world with no loading …
XBox Wire says STAR WARS: Galactic Racer is out now on Xbox Series X|S, built around runs-based racing where crashes carry real consequences. Fuse Games leans on a wreck-out system, …
Mike Nelson, XBOX Wire Editor·
star warsracingruns-basedprocedural destructiongame design+1
Tim Ruswick argues that “good” is the wrong question for game developers, because quality only matters in the context of a specific audience and goal. The practical takeaway is to …
Tim Ruswick·
game designgame criticismaudience fitproductionmarketing
XBox Wire says The Elder Scrolls Online is kicking off the High Seas of Tamriel event, sending players after sunken treasure across the game’s waters. For developers, it’s another reminder …
Joe Skrebels, XBOX Wire Editor-in-Chief·
the elder scrolls onlinemmolive serviceseasonal eventgame design+1
Game Developer reports that Control Resonant director Kyle Rowley is pushing back on excessive “yellow paint” in level design. His argument is that players should feel ownership over what to …
Tim Ruswick breaks down six design pillars that can dramatically improve game feel, especially for teams still tuning moment-to-moment play. The focus is less on raw mechanics and more on …
Tim Ruswick·
game designgame feelplayer feedbackvisual hierarchydifficulty curve+1
Hi everyone! I have an interesting game concept I'd like to share. The concept: An open-world life simulator for Android where NPCs are powered by an AI model running directly …
Tim Ruswick is pushing a simple reminder: make games for fun first. The message lands as a counterweight to constant talk about monetization, wishlists, and market fit. For teams and …
XBox Wire details Minecraft Dungeons II, out September 29 on Xbox Series X|S, PC, cloud, and other platforms. Mojang says the sequel adds jumping, a fully connected world, fast travel, …
XBox Wire says Hela: Of Mice & Magic will launch day one on Xbox Game Pass on December 1, 2026, and it’s using brewing as more than a menu-driven crafting …
Danielle Partis, XBOX Wire Editor·
xbox game passcraftingprogressionco-opopen world+1
Everybody always says: keep it small. Keep it simple. Don't overscope. Let your game do one or two things. Only. And at first, I thought: yeah. That makes sense. Don't …
GamesIndustry.biz details how Remedy is rethinking Control Resonant around Manhattan’s open streets, with senior level designer Arhi Makkonen calling it the studio’s biggest world yet. The sequel also shifts to …
Game Developer reports that Shinji Mikami will be inducted into the AIAS Hall of Fame at the 2026 DICE Awards. Goichi Suda will present the honor to the Resident Evil …
Diego Argüello·
shinji mikamidice awardsaias hall of fameresident evilhorror+1
XBox Wire says Fallout 76 is bringing back the Slasher, giving players another chance to lean into a brutal melee-focused build. For teams watching live-service tuning, it’s a reminder that …
Bungie is reworking Marathon beyond its original extraction-shooter pitch after player feedback pushed the team to rethink both the game and its delivery. The studio says the overhaul will affect …
GDC Festival of Gaming highlights how The Outer Worlds 2 opens with a tightly scripted level instead of dropping players into a broad sandbox. The goal is to establish stakes, …
GDC Festival of Gaming·
the outer worlds 2gdcgame designlevel designopen world+1
Payne Robinson argues indie games need a punk movement again: smaller, louder, and less polished on purpose. The call is tied to his own projects, including Medium Rare and Execute, …
Payne Robinson·
indiegame culturegame designmarketingcreative direction
GamesIndustry.biz reports that Dlala Studios has landed Bob Mortimer as a voice performer in Murals after a late-night “what’s the harm in asking?” outreach gamble. The studio is also betting …
Riot Games is openly weighing premium, finite releases alongside its live-service portfolio. Co-founder Marc Merrill said not every game needs to be “infinite,” signaling a broader product mix beyond long-running …
With your permission, GameDev.net uses analytics cookies to understand how people use the platform.
You can accept analytics or continue with necessary cookies only.
Learn more