Game Design

Skipping Steam in 2018: Why Jason Rohrer independently distributes One Hour, One Life

Social/Online Games - Gamasutra - 30 August 2018 - 1:00am

Veteran indie dev Jason Rohrer opens up about why he chose to self-distribute his civilization-building MMO game One Hour, One Life, complete with his own user reviews system and more. ...

Categories: Game Theory & Design

How to Become a Video Games Analyst - by Nancy Ahuja Blogs - 30 August 2018 - 12:28am
Video game analysts cover everything around games; they identify various mechanics, elements, and features around games, assess professional video game reviews, and also identify game components that connect or set them apart from each other.
Categories: Game Theory & Design

Game UX Style Guide: Why do you need one? - by Om Tandon Blogs - 30 August 2018 - 12:26am
Is it just me or are UX Playbooks, UX Pattern Libraries, UX Style guides not talked about enough and incorporated as often as UI style guides or brand style guides? Are these just buzzwords or do they really not matter? Or is there some kernel of truth an
Categories: Game Theory & Design

Words on a Screen: Roster Size

RPGNet - 30 August 2018 - 12:00am
The importance of group size.
Categories: Game Theory & Design

Bethesda's Pete Hines: 'I have banned the word replayable because that's not a feature'

Social/Online Games - Gamasutra - 29 August 2018 - 2:11pm

Bethesda's Pete Hines discusses the company's position on single-player experiences and choosing to play Fallout 76 solo. ...

Categories: Game Theory & Design

Gamescom 18 boasts 15,000 jump in attendees at record 370,000

Social/Online Games - Gamasutra - 29 August 2018 - 12:06pm

The annual Gamescom event in Cologne, Germany beat out previous years to set a new attendance record, according to numbers provided by the organizers of the event. ...

Categories: Game Theory & Design

Riot Games details steps forward after workplace toxicity allegations

Social/Online Games - Gamasutra - 29 August 2018 - 10:19am

Three weeks after Kotaku published a story collecting allegations from past and current Riot Games employees, Riot has detailed how it plans to move forward. ...

Categories: Game Theory & Design

Dude, Where's My Money? Or “Divvying up the Loot” (part 2) - by Nikolay Bondarenko Blogs - 29 August 2018 - 7:18am
Now we're going to discuss the role of good Steam page design, dedicated community engagement, regional restrictions, third party distribution, distributors, and alternative open platform options.
Categories: Game Theory & Design

The Full Throttle Remastered FMV Pipeline: Part 2 - by Trevor Diem Blogs - 29 August 2018 - 7:10am
This is an overview of the full motion video pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll investigate how we were able to achieve our remastered FMVs.
Categories: Game Theory & Design

Sunless Skies - AI Development: The Strings we Pull - by Liam McDonald Blogs - 29 August 2018 - 7:04am
Releasing a well-designed game often requires revisiting old work to leverage new tools you've developed over the project's life-cycle. In this blog post, I break apart the steps we take when improving enemy designs with some of our latest features.
Categories: Game Theory & Design

Unity As A Game Design Tool - by Pietro Polsinelli Blogs - 29 August 2018 - 6:59am
Here are slides and a video from a live broadcast where I presented ways to do game design in Unity, providing context, sample code and references. I try to show how integrating coding and game design may lead to good quality game projects
Categories: Game Theory & Design

If I Could Turn Back Time - by Joseph Cassavaugh Blogs - 29 August 2018 - 6:58am
This is a video of a talk I gave last July at CIMFest 2018. I was told it was my best (by people I know), and that it was good with lots of excellent tips and information in it (by people I don't know). Thought it was worth a short blog post here.
Categories: Game Theory & Design

How to make a good puzzle - An explorable explanation - by Tom Hermans Blogs - 29 August 2018 - 6:57am
The Rubik's Cube. Sudoku's. Video games. Puzzles are everywhere, but just how do you make a good puzzle—one that's fun, and satisfying to solve? I'll explain this with playable (!) levels from Sokoban in this interactive article.
Categories: Game Theory & Design

Get a job: Velan Studios is hiring an Online Programmer

Social/Online Games - Gamasutra - 28 August 2018 - 12:40pm

Velan Studios is looking for an Online Programmer to aid it in building a competitive online multiplayer game with novel mechanics, a shiny new client-side engine, and backend network services. ...

Categories: Game Theory & Design

How Love Balls became a viral smash hit – and 7 ways to improve it - by Aurora Klaeboe Berg Blogs - 28 August 2018 - 9:03am
Love Balls is a minimalist physics game, where players have to draw lines on the screen in order to reunite two circular characters. It's reached the overall #1 slot on the App Store in over 60 countries! We dissected it to understand how they achieved it
Categories: Game Theory & Design

Emotion Analysis: Wind Waker and Live Enjambment - by AC Atienza Blogs - 28 August 2018 - 8:28am
The Wind Waker incarnation of Ganondorf is one of the coolest in the series. Check out the simple method Nintendo used to give his speeches tons of emotional weight.
Categories: Game Theory & Design

The Coffee Crisis lessons: 3 game design choices that drive organic marketing - by Jackie Cerrone Blogs - 28 August 2018 - 4:40am
A look at 3 organic methods we included in our marketing planning to help expand our games discoverability, and online presence.
Categories: Game Theory & Design

Boyfriend Dungeon's Kickstarter: Week 1 Social Stats - by Victoria Tran Blogs - 28 August 2018 - 4:33am
A dive into the social numbers behind Boyfriend Dungeon's Kickstarter, which reached it's goal of $50k USD in just over 6 hours.
Categories: Game Theory & Design

Rockets Away!: Vehicles

RPGNet - 28 August 2018 - 12:00am
Designing vehicles in 5E.
Categories: Game Theory & Design

Publisher 505 Games takes over support of Roll7's Laser League

Social/Online Games - Gamasutra - 27 August 2018 - 11:56am

OlliOlli developer Roll7 is stepping away from support of the multiplayer game Laser League and handing it off to publisher 505 Games. ...

Categories: Game Theory & Design


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