Game Design

Game Design Deep Dive: Spy Fight—How Hidden Rarity Balances a Game - by Charlie Silver

Gamasutra.com Blogs - 28 August 2017 - 9:37am
In Spy Fight, players play one card per turn but some cards are more powerful than others. Hidden rarity is a tuning system that was developed for our high-powered cards so games are fast-paced but also are balanced and strategic.
Categories: Game Theory & Design

Privateer Press Seeks Resin Mold Maker and Resin Caster

Tabletop Gaming News - 28 August 2017 - 9:00am
Many of you out there would love to get in the gaming industry as your profession. But not everyone has the art skills for a concept artist or in graphic design. Maybe you don’t quite have the talent for game design. But if you’re good at making molds or creating models, there’s a space for […]
Categories: Game Theory & Design

Fantasy Flight Games Announcing New Star Wars Product This Friday

Tabletop Gaming News - 28 August 2017 - 8:00am
It seems that the announcement of Legion while at Gen Con wasn’t the only thing that Fantasy Flight Games has been working on. This upcoming Friday is Force Friday II, celebrating the impending release of The Last Jedi. All sorts of products related to the movie will be announced, and that includes something from Fantasy […]
Categories: Game Theory & Design

Game design and Gestalt laws - by Sita Vriend

Gamasutra.com Blogs - 28 August 2017 - 7:19am
The Gestalt laws explain of why we perceive patterns in a certain way. Perceive patterns relies on how our brain organizes the raw data from our senses, it makes use of perceptual sets quite a lot. Our brains are wired to create order in things we see.
Categories: Game Theory & Design

Tracy Fullerton discusses history behind Walden, a game - by Bob Whitaker

Gamasutra.com Blogs - 28 August 2017 - 7:15am
Historian Bob Whitaker talks with Tracy Fullerton about Walden, a game. Topics include Henry David Thoreau's life and work, historical accuracy in games, the context of life in the 1840s, civil disobedience, and bean farming.
Categories: Game Theory & Design

How to Handle Secret Fame - by Chris Germano

Gamasutra.com Blogs - 28 August 2017 - 7:14am
What do you do when your work gets significant attention and you never hear a word of it? Don't waste any time, and make a clear and deliberate effort to rekindle interest and momentum.
Categories: Game Theory & 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

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