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Updated: 13 hours 47 min ago

Make games while traveling the world: A true story - by Marco Mignano

15 hours 18 min ago
Is it possible to make a game and traveling around the world? Yes but is not easy. Here my story where I'm traveling across Asia but continuing doing what I love most: Make games. Or at least I'm trying!
Categories: Game Theory & Design

The deceptively simple deep gameplay mechanics of Muffin Knight - by arne neumann

15 hours 21 min ago
A look at the mechanics of Muffin Knight, a relatively small game, that offers variety through intrinsic game mechanics instead of large amount of assets or procedural generation.
Categories: Game Theory & Design

Developing a game in pursuit of untainted strategy - by Gabriel Wink

10 December 2017 - 4:13am
Producing a full-on strategy game, from management of space to psychological mechanics.
Categories: Game Theory & Design

Sword Legacy: Omen's Developer Blog - #1 The Strategy RPGs That Inspired Us - by Arthur Protasio

10 December 2017 - 4:11am
Developers of the upcoming indie tactical RPG, Sword Legacy: Omen, explain why they chose the turn-based strategy genre and analyze five specific games of great inspiration to the project.
Categories: Game Theory & Design

8 ways to avoid going crazy while developing your indie game - by Kade Dunn

10 December 2017 - 4:11am
Developing indie games can be a harrowing experience--check out a few things to keep in mind while developing your indie title and trying to remain sane!
Categories: Game Theory & Design

Postmortem: Making Boss 101 and living our dreams - by Tim Donley

10 December 2017 - 4:03am
Boss 101 was our first game as a team but not my first game in the industry. I take a look at what got me to Boss 101. The ups and downs, going from big games to indie. Mostly though - I'm living my dreams!
Categories: Game Theory & Design

Lessons Learned From Two Game Launches - by Ryan Sumo

10 December 2017 - 4:01am
Despite getting front page exposure on Steam, our launch for Political Animals did poorly. Academia : School Simulator's launch sold almost 3x more units without a Steam feature. I explain why I think this was the case.
Categories: Game Theory & Design

Popular Games that Were a Nightmare to Create (Development Hell) - by Michael Smith

10 December 2017 - 3:56am
These top titles were a nightmare to make and sent the developers through hell, but they were worth it in the end.
Categories: Game Theory & Design

Copyright: the Monster Lurking in the Dark - by Anderson Addo

10 December 2017 - 3:56am
Copyright is a beast for indies, lurking in the dark waiting for us to make just one mistake. Reading this article will make you more prepared when it comes; it tells you about some important aspects of copyright that every indie should know.
Categories: Game Theory & Design

Free Game Development Tools for Novice Game Developers - by Thomas Glare

10 December 2017 - 3:41am
Game development might seem like a large and intimidating endeavor because it is. However in this day and age there exist tools means for curious beginners to try their hand at their own passion project. This article is from my own personal experience.
Categories: Game Theory & Design

Make games inspired by the public domain - by Yannick Elahee

8 December 2017 - 7:08am
Public domain works-based games isn't something you should fear or hate. In fact, I believe we could make much more games based on public domain. This is a completely different exercize than making a game out of nothing.
Categories: Game Theory & Design

How we taught Dimension Drive’s unique mechanic through its trailers - by M. Joshua Cauller

8 December 2017 - 7:07am
Dimension Drive is out today, delivering a unique twin-screen take on the SHMUP genre. We needed to make a trailer that presented this new mechanic in a way that transmitted this new novel mechanic. This is how we did it.
Categories: Game Theory & Design

Designing player death: Using intention and meaning to add depth - by Jay Johns

8 December 2017 - 7:07am
A series of questions and examples I use to inspire creativity while designing fail states. I hope this can be useful for anyone that wants to be more innovative while dealing with player death within their games.
Categories: Game Theory & Design

The emotional rollercoaster of making a video game - by Florent Maurin

8 December 2017 - 7:07am
For the last year and a half, the team behind Bury me, my Love have been working on this reality-inspired game about a Syrian migrant's journey to Europe. Florent Maurin, the project's creative director, tells all the steps to a very intense 18 months.
Categories: Game Theory & Design

BRDFs as style choices - why it matters for art direction - by Farhan Noor

8 December 2017 - 7:06am
A brief look at the importance of BRDFs in stylized work- something that is often overlooked in favor of simply changing art assets.
Categories: Game Theory & Design

RIP Flash: don’t miss your opportunity to port the games into Unity! - by Paul Grebenyk

8 December 2017 - 7:06am
Over the last year Chrome, Microsoft Edge, and Safari have stopped supporting Flash. And by 2020 Flash will be completely dead. Does this mean that many of popular games will also die? There is a solution to avoid this undesirable scenario.
Categories: Game Theory & Design

Welcome to SSL (aka 'SS-Hell') - by Ben Vinson

8 December 2017 - 7:06am
An explanation of the engineering work behind Kongregate's switch to SSL.
Categories: Game Theory & Design

Should game designer learn foreign language? - by Andrii Goncharuk

8 December 2017 - 7:05am
In this article I will present important concepts and arguments about culture and language differences in industry. Article is about upsides and benefits of learning additional language for game developer.
Categories: Game Theory & Design

The 5 most common indie game PR mistakes (and how to avoid them) - by Lewis Denby

8 December 2017 - 7:04am
A run-down of the easiest traps to fall into, and advice on how any developers - even those without any budget to speak of - can avoid them.
Categories: Game Theory & Design

Porting Tanzia to Nintendo Switch - Part 2: The Manual - by Matias Kindermann

8 December 2017 - 7:04am
Porting a PC game to Nintendo Switch, and why having a good manual is incredibly important on a console.
Categories: Game Theory & Design

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