Game Design

More competition means players won't always stay for DLC, warns Anthem dev

Social/Online Games - Gamasutra - 5 September 2018 - 11:24am

Anthem devs talk to USGamer about the evolution of live games, and why Anthem's post-release content plans might look different than other multiplayer cooperative live games out there. ...

Categories: Game Theory & Design

Rainbow Six Siege takes after Fortnite by offering in-game reward for using 2FA

Social/Online Games - Gamasutra - 5 September 2018 - 10:31am

This gentle push toward a more secure account comes shortly after the announcement that enabling 2-Step Verification will soon be required for players to compete in ranked matches. ...

Categories: Game Theory & Design

Is GTA5 a glaring example of what is wrong with the gaming Industry? - by Pradeep Parthiban

Gamasutra.com Blogs - 5 September 2018 - 7:36am
As an industry icon, Rockstar has enjoyed success in the gaming industry. The ones who are responsible for the highest money making single entertainment product on earth, GTA V.  And therein lays the paradox of games development in 2018.
Categories: Game Theory & Design

BUSINESS SUSTAINABILITY: Best Practise Guidelines - by Krzysztof Solarski

Gamasutra.com Blogs - 5 September 2018 - 1:23am
Promoting sustainable business practises is a key issue for the International Game Developers Association. This white paper aims to provide practical tips for sustainable management—featuring a series of points that have immediately actionable value.
Categories: Game Theory & Design

Anthem isn't charging for story DLC in an effort to keep its audience undivided

Social/Online Games - Gamasutra - 4 September 2018 - 12:05pm

BioWare†™s upcoming multiplayer game Anthem won†™t be locking post-release story content behind a paywall. ...

Categories: Game Theory & Design

GDC 2019 is looking for great AI talks, so submit yours today!

Social/Online Games - Gamasutra - 4 September 2018 - 10:27am

Hey devs, submit your pitches for talks for next year's GDC AI Summit, which presents panels and lectures from top game AI programmers, designers, researchers, and AI enthusiasts in the industry! ...

Categories: Game Theory & Design

A new notice from China’s Ministry of Education, and its impact on games - by Lisa Hanson

Gamasutra.com Blogs - 4 September 2018 - 7:36am
On August 30th, China's Ministry of Education issued a notice aimed at preventing myopia among minors. The notice was issued because the increase in gaming and internet may be leading to higher rates of myopia. This may have a significant impact on games.
Categories: Game Theory & Design

Skellige’s Costly Landscape - by Justin Reeve

Gamasutra.com Blogs - 4 September 2018 - 7:34am
Why do so many open worlds feel artificial? This article dives into how landscape archaeology can be used to inform open-world level design.
Categories: Game Theory & Design

Building a mod toolkit for Edge Of Eternity - by ZELER-MAURY Jeremy

Gamasutra.com Blogs - 4 September 2018 - 7:33am
From great tools come great creativity, this is our motto to create a modkit that will push the community forward into creating new awesome content for Edge Of Eternity
Categories: Game Theory & Design

A Practical Use for Recursion in Game Development - by Harold Bowman-Trayford

Gamasutra.com Blogs - 4 September 2018 - 7:31am
Recursion is supposed to be a powerful development technique, but not only is it a challenge to write and debug, but finding practical examples of when it can be used can be a real challenge too. In this article I will discuss one such example.
Categories: Game Theory & Design

Resort - A surreal game about emotions, introspection and coping. - by Marcus Bäumer

Gamasutra.com Blogs - 4 September 2018 - 7:30am
Announcing Resort - an interactive mystery short story about emotions, introspection, and coping. Join writer Laura Tanner on a surreal journey and face an odd intersection of dreams and reality.
Categories: Game Theory & Design

Animated Loading Icon In UE4 UMG - by James R

Gamasutra.com Blogs - 4 September 2018 - 7:22am
A step by step on how I created an animated loading icon in UE4 UMG in the silhouette of a running rat to fit our games plague theme.
Categories: Game Theory & Design

Gamescom 2018: the future of gaming and other insights - by Yura Yashunin

Gamasutra.com Blogs - 4 September 2018 - 7:18am
Scalarr at Gamescom 2018: the future of gaming and other insights from the biggest gaming conference in Europe.
Categories: Game Theory & Design

The challenge of finding enough playtesters - by Joost van Dongen

Gamasutra.com Blogs - 4 September 2018 - 7:17am
Finding playtesters who'll play your game weekly online is really difficult. But should you? This post discusses why you should not let the same people test all the time and how to find enough playtesters.
Categories: Game Theory & Design

Genetic Algorithms in Games (Part 1) - by Patrick Kelly

Gamasutra.com Blogs - 4 September 2018 - 7:16am
Part of the problem with procedural generation is ensuring the content is both interesting and challenging across multiple playthroughs. Genetic algorithms offer us a novel solution to this problem.
Categories: Game Theory & Design

Planning and the Unknown Unknowns - by Richard Atlas

Gamasutra.com Blogs - 4 September 2018 - 7:14am
In this blog post, I talk about why we always fail to meet our deadlines and why our plans never work out, an some ways to mitigate that using psychology from Daniel Kahneman's book-- Thinking: Fast and Slow.
Categories: Game Theory & Design

HTML5 Games For Senior and Elderly Care - by Ben Chong

Gamasutra.com Blogs - 4 September 2018 - 7:12am
HTML5 games have proven that they have the capacity to successfully enter several niche markets such as the senior care industry without a high barrier of entry costs. Here are some of the benefits of investing in the senior care industry.
Categories: Game Theory & Design

Mess with This: Reset Hard's Approach to Modding - by Daniel Shumway

Gamasutra.com Blogs - 4 September 2018 - 7:11am
Some technical background on how I'm approaching modding in Reset Hard and why. Unconventional choices are informed by my philosophies toward modding and a set of principles I hold about what a good, moddable game should look like.
Categories: Game Theory & Design

Games that make us think - by Pascal Luban

Gamasutra.com Blogs - 4 September 2018 - 7:09am
What is the common point between Charlie Chaplin’s The Great Dictator, Spielberg’s ET and Victor Hugo’s Les Misérables? They are all seen as masterpieces in their respective genre, but why?
Categories: Game Theory & Design

First Time Porting to Consoles: Gotchas and Things to Consider - by Matthias Maschek

Gamasutra.com Blogs - 4 September 2018 - 7:08am
I give a overview of the small but important console features that we have not considered when we were developing Lightfield for PlayStation4 and XBox One.
Categories: Game Theory & Design

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