Game Design

Games Workshop Taking Pre-Orders For Blightwar Set for Age of Sigmar

Tabletop Gaming News - 28 August 2017 - 7:00am
Time and again I’ve said how much I love the 2-player starter box. Well, Games Workshop is the undisputed rulers of coming out with them for their games. They have a new Age of Sigmar set coming out. It pits the righteous and true Stormcast Eternals versus the putrid and fetid forces of Nurgle. You […]
Categories: Game Theory & Design

Agential Structure Model, Classifying Fun Exhaustively - by Satoshi Ido

Gamasutra.com Blogs - 28 August 2017 - 6:54am
Agential Structure Model classifies the fun of games into 8 types or 19 subtypes. This model complements the MDA framework and Caillois's four categories. Based on this, it is possible to graphically represent the structure of a whole game.
Categories: Game Theory & Design

No booth? No Problem! Showing your game on the go. - by Martin Nerurkar

Gamasutra.com Blogs - 28 August 2017 - 6:53am
As an indie developer both time and money are usually in short supply. That makes showing at conferences hard. Here's some tips to be more effective in reaching the kind of player that will love your game.
Categories: Game Theory & Design

6 free tips to find players that love your game at conferences - by Martin Nerurkar

Gamasutra.com Blogs - 28 August 2017 - 6:53am
As an indie developer both time and money are usually in short supply. That makes showing at conferences hard. Here's some tips to be more effective in reaching the kind of player that will love your game.
Categories: Game Theory & Design

Stay on Target – What to aim for with Dream Build Play - by Simon Jackson

Gamasutra.com Blogs - 28 August 2017 - 6:53am
Following lots of queries and questions from devs entering DBP2017, their hopes, their dreams and concerns about finishing. Here's a little front end advice for what you actually should be aiming for with your submission. Hopefully it eases some concerns
Categories: Game Theory & Design

Last Inner Product - by Mike Acton

Gamasutra.com Blogs - 28 August 2017 - 6:52am
A copy of the article I had written for the last Inner Product section of Game Developer magazine.
Categories: Game Theory & Design

68000 Heart on Fire: Alien Soldier - by S.R. Holiwell

Gamasutra.com Blogs - 28 August 2017 - 6:52am
The best-written essay about Alien Soldier and sex-positivity you've ever seen.
Categories: Game Theory & Design

Games With Storylines that Broke the Mold - by Michael Smith

Gamasutra.com Blogs - 28 August 2017 - 6:50am
Great games have great storylines, and these games fit the bill.
Categories: Game Theory & Design

The Red Front - Bug Fixes, Balancing and Additions - by Tim Baker

Gamasutra.com Blogs - 28 August 2017 - 6:50am
The last two weeks have been spent bug fixing, improving and balancing game play. The Red Front is now largely feature complete with the addition of the secret level as well as the completion of Hitlers tank on the final Berlin mission.
Categories: Game Theory & Design

A list of Video Games for Mrs. Klein's 3rd Grade Classroom - by Christopher Klein

Gamasutra.com Blogs - 28 August 2017 - 6:49am
Christopher Klein's Mother - a veteran primary school teacher - requested I compile a list of video games, which can be obtained by her students or their parents; which happen to be totally cool, and of course: engaging or educational in some fashion.
Categories: Game Theory & Design

What's under the hood? - by Angry Cat Studios

Gamasutra.com Blogs - 28 August 2017 - 6:47am
Interview with Aliza Wenders, the lead programmer/developer of Angry Cat Studios!
Categories: Game Theory & Design

On the Lamb Games is Closing

Tabletop Gaming News - 28 August 2017 - 6:00am
Well, my grandmother always said that things like this come in threes. We’ve had Spartan Games. We’ve had Tor Gaming. Now we have On the Lamb Games. The makers of Brushfire and Endless Fantasy Tactics is closing its doors. From the announcement: Ten years ago we started On The Lamb. It was an excuse to […]
Categories: Game Theory & Design

Gnome Stew’s Gencon 50 Photopalooza!

Gnome Stew - 28 August 2017 - 2:32am

Many of us Gnomes just got back from the 50th Gencon, but many of us Gnomes were unable to attend for one real life reason or another. We know that is the case for many gamers out there. It was a packed Gencon, but a lot of us didn’t get to make it to the historic event. Don’t worry though, we’ve got you covered! We made it our mission to take as many pictures as we could during the event, cataloging and showcasing everything we could find as we went along our merry Gnomish ways.

We pulled in frequent guest author Keith Garrett ( who took many photos as well and together we created a MASSIVE (545 photos, so far) archive of high resolution photos of Gencon 50. The best part – they are all creative commons licensed. You can use these photos as you like, and when Gencon 100 rolls around there should hopefully be some available for the next museum showcasing the convention through the years. The only requirements on using the photos is to keep attribution to the original authors intact.

Go check the photopalooza albums out over at for the full high resolution images, or give the photo gallery a second to load from FLICKR and prepare to scroll a LOOOOOONG ways down, and then realize that only about 1/2 of the photos fit in the photo gallery, so you should click on that FLICKR link to check out EVERYTHING.

 

 

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    × Previous Next jQuery(function() { // Set blueimp gallery options jQuery.extend(blueimp.Gallery.prototype.options, { useBootstrapModal: false, hidePageScrollbars: false }); }); Flickr Album Gallery Powered By: Weblizar Remember, this only shows about 1/2 of the pictures. Click here to see them all! The Gencon Exhibit Hall Rush

    That’s a Lot Of Pictures, But it Could Be Better!

    All the Gnomes were wearing multiple hats throughout the convention, so we know there are things we missed or couldn’t get. We want to make sure people who couldn’t make it to Gencon 50 can visually experience as much of it as possible, so if you have photos that cover things we missed, send them our way. You have to be okay making them creative commons licensed, having a visual tag with your name attached, and have taken them at Gencon 50. We’ll add them to the archive and make sure you get credit for them as a guest photognome! Use the form below to submit your photos to the archive.

    [contact-form-7]
    Categories: Game Theory & Design

    How (and why) we ported SHENZHEN SOLITAIRE to MS-DOS - by Zach Barth

    Gamasutra.com Blogs - 28 August 2017 - 12:43am
    Can two programmers accustomed to making games for modern computers with gigabytes of RAM and high-color HD displays port one of their games to MS-DOS? Neither of us had any experience developing on such old hardware, but we felt compelled to try!
    Categories: Game Theory & Design

    Lessons from Suzy Cube: Measuring Up - by Louis-Nicolas Dozois

    Gamasutra.com Blogs - 28 August 2017 - 12:10am
    When working on a game involving a lot of jumping and platforming, it's important for players to be able to form an intuitive sense of the avatar's jump height and distance. This article shows how this is being handled in upcoming platformer Suzy Cube.
    Categories: Game Theory & Design

    Game Design Inspirations: Alphabear Hardcover Edition's Biggest Bear Mechanic - by Paul Gadi

    Gamasutra.com Blogs - 28 August 2017 - 12:05am
    The strength of the Biggest Bear mechanic is evident. While the different versions of the game vary their metagame, platform and even number of players, the biggest bear mechanic remains constant. It is core to what makes these games enjoyable.
    Categories: Game Theory & Design

    Fuzzy Thinking: Shadow Gunning!

    RPGNet - 28 August 2017 - 12:00am
    Fuzzy ZAP!
    Categories: Game Theory & Design

    Video Game Deep Cuts: Subsurface Kingdoms Of Destiny

    Social/Online Games - Gamasutra - 27 August 2017 - 7:46pm

    This week's highlights include the story depths of Subsurface Circular, teaching players in Kingdoms & Castles, and the motivations behind Destiny 2's creation. ...

    Categories: Game Theory & Design

    Video Game Deep Cuts: Subsurface Kingdoms Of Destiny - by Simon Carless

    Gamasutra.com Blogs - 27 August 2017 - 7:40am
    This week's highlights include the story depths of Subsurface Circular, teaching players in Kingdoms & Castles, and the motivations behind Destiny 2's creation.
    Categories: Game Theory & Design

    Review Roundup

    Tabletop Gaming News - 26 August 2017 - 11:00am
    Man, it’s hard to think that Gen Con was a week ago. At this point, the show was more than half-over. How time flies. Hopefully everyone was able to recuperate well. I seem to have missed out on getting Con Crud. So that’s good. My feet were feeling just fine again by Tuesday. So that’s […]
    Categories: Game Theory & Design

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