Game Design

Nintendo: Restrictions on cloud saves for certain Switch games are to curb cheaters

Social/Online Games - Gamasutra - 10 September 2018 - 11:08am

While most Switch titles support cloud saves, some games have disabled the feature in order to prevent players from manipulating online features. ...

Categories: Game Theory & Design

PUBG logs 1 million peak concurrent players for 365 days in a row, a Steam first

Social/Online Games - Gamasutra - 10 September 2018 - 10:35am

According to the third-party Steam tracker SteamDB, PlayerUnknown's Battlegrounds has attracted over one million players at daily peak for one year straight, a first for any game on Steam. ...

Categories: Game Theory & Design

Now's the time to submit talks for the GDC 2019 Educators Summit!

Social/Online Games - Gamasutra - 10 September 2018 - 8:59am

Next March, GDC 2019 will again host the Educators Summit, a program of talks dedicated specifically to game education. If you have a great talk in mind, now's the time to pitch! ...

Categories: Game Theory & Design

Dude, Where’s My Money? Bundles, Funds and Crowdfunding (part 3) - by Nikolay Bondarenko Blogs - 10 September 2018 - 6:46am
What to expect from bundles, funds and crowdfunding in 2018. Is there anything left for a developer when all those sales are over and who can help?
Categories: Game Theory & Design

Kliuless? Gaming Industry ICYMI #2 - by Kenneth Liu Blogs - 10 September 2018 - 6:45am
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Space, Place, and the Art of Designing Deep Levels - by Justin Reeve Blogs - 10 September 2018 - 6:43am
Ever wondered what powers environmental storytelling? Placemaking. This article takes a look at how the process of placemaking can be used to help design deep video game levels.
Categories: Game Theory & Design

The challenges and opportunities of designing a game without words – the case of My Brother Rabbit by Artifex Mundi - by Daniel Gizicki Blogs - 10 September 2018 - 6:36am
Lead Artist Łukasz Sałata and Chief Game Designer Daniel Gizicki talk about the of My Brother Rabbit and share with fellow developers the process and challenges of creating a game that has no verbal communication.
Categories: Game Theory & Design

Fuzzy Thinking: Yaaaaaargh!

RPGNet - 10 September 2018 - 12:00am
Fuzzy Pain
Categories: Game Theory & Design

Video Game Deep Cuts: Putting The AR in Artifact?

Social/Online Games - Gamasutra - 9 September 2018 - 7:54pm

This week's highlights include an article about Facebook Messenger's AR microgames, a detailed look at Valve's upcoming Artifact card game, & lots more besides. ...

Categories: Game Theory & Design

Video Game Deep Cuts: Putting The AR in Artifact? - by Simon Carless Blogs - 9 September 2018 - 7:30am
This week's highlights include an article about Facebook Messenger's AR microgames, a detailed look at Valve's upcoming Artifact card game, & lots more besides.
Categories: Game Theory & Design

Google partners with Unity for open-source matchmaking tool Open Match

Social/Online Games - Gamasutra - 7 September 2018 - 12:23pm

Google has teamed up with Unity to create an open-source, but engine agnostic, matchmaking system called Open Match. ...

Categories: Game Theory & Design

2D Procedural Generation In Unity With ScriptableObjects - by Matt Mirrorfish Blogs - 7 September 2018 - 8:20am
How I used ScriptableObjects in Unity to build my flexible 2D Procedural Generation tool called Strata. Strata allows for the generation of varied 2D levels composed of a mix of hand-authored and generated content using Tilemaps.
Categories: Game Theory & Design

Causes Of Conflict - by Gregory Pellechi Blogs - 7 September 2018 - 8:19am
Stories, drama, change — all are about conflict. Either causing it or remedying it. Here we'll explore the roots of conflict in order to improve your game's storytelling or maybe help resolve some issues within your team.
Categories: Game Theory & Design

gamescom 2018: media coverage analysis - by Thomas Bidaux Blogs - 7 September 2018 - 8:17am
A look into the media coverage of the latest gamescom.
Categories: Game Theory & Design

Artificial intelligence in the Gambling Industry - by Daniel Sinoca Blogs - 7 September 2018 - 8:16am
Artificial Intelligence has absorbed nearly all aspects of the modern life. Every day we benefit from its advantages in modern technology and various complex instruments.
Categories: Game Theory & Design

Honour of Kings to require players use real names to comply with new Chinese policies

Social/Online Games - Gamasutra - 6 September 2018 - 12:41pm

The system will check registered players against China†™s public security database to ensure that children don†™t exceed playtime restrictions put in place. ...

Categories: Game Theory & Design

NCSoft shuts down WildStar dev Carbine Studios

Social/Online Games - Gamasutra - 6 September 2018 - 11:49am

The coming closure will ultimately leave around 50 developers out of a job and the studio†™s massively multiplayer online game WildStar is to shut down after 4 years of operation. ...

Categories: Game Theory & Design

Submit your talks now for the GDC 2019 Community Management Summit!

Social/Online Games - Gamasutra - 6 September 2018 - 10:42am

Submit your talk pitches for next year's GDC Community Management Summit, which presents sessions and panels aimed at giving community management pros room to share knowledge and hone their craft. ...

Categories: Game Theory & Design

A Game Jam Postmortem + Tips for Unreal Engine 4 Beginners - by Divij Sood Blogs - 6 September 2018 - 7:21am
After my first "real" experience using Unreal Engine 4 during the UE4 Spring Jam, I wrote this article as a collection of tips for beginners, in the form of a Game Jam postmortem. Beginners might find some helpful and non-generic tips here.
Categories: Game Theory & Design

My experience at PAX West with Indie MEGABOOTH and why it was totally worth it. - by Ross Przybylski Blogs - 6 September 2018 - 6:24am
Like a dream, the encounters of Indie MEGABOOTH flow naturally together in a series of meaningful, interconnected events that provide much needed validation for the risk and sacrifices of indie devs.
Categories: Game Theory & Design


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