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Updated: 14 hours 39 min ago

How Startups Are Keeping Innovation Alive in the Social Casino Sector - by Daniel Kashmir

22 May 2018 - 8:54am
All of the money being poured into the social casino space should have made it more difficult for small, independent studios to compete. Instead, these startups are thriving by finding ways to keep innovating on the genre.
Categories: Game Theory & Design

Game Design Beyond Screens & Joysticks - Game Interaction Loop (2/5) - by Tatiana Vilela dos Santos

22 May 2018 - 7:12am
Tatiana Vilela dos Santos is an indie game designer and digital artist. She makes games with unique physical interfaces and new technologies, all part of her interactive multimedia project MechBird. She gave in March 2018 a 60 minutes long talk at the GDC
Categories: Game Theory & Design

Five Productivity Tips for Solo Devs - by Shane Neville

22 May 2018 - 7:10am
Working solo is hard. Procrastination, distraction and lack of motivation can destroy a project. Here are five simple tips to help solo developers stay productive and finish their games.
Categories: Game Theory & Design

What’s New in Unity 2018.1 Beta? - by Dr. Michael Garbade

22 May 2018 - 7:10am
The 4 main new features introduced in Unity 2018.1 beta are Scriptable Render Pipelines (SRP), Shader Graph, the C# Job System, and Particle System Improvements.
Categories: Game Theory & Design

How we were able to offer a free EARTHLOCK upgrade to all customers - by Bendik Stang

22 May 2018 - 7:05am
This is a post about how we finally were able to ensure that all our customers who bought the initial version could get the new extended game for free.
Categories: Game Theory & Design

How To Create An Indie Game Whilst Holding Down A 10 Hour A Day Job, Being A Husband And Father – Part 3 - by Stavros Pilatis

22 May 2018 - 7:03am
The third part in a series where I dicuss how I created, GLO, my first commercial game and released it to Steam in 3 months, whilst also juggling being a father, holiding down a 10 hour a day job and taking part in a fitness transformation competition.
Categories: Game Theory & Design

Group Pathfinding & Movement in RTS Style Games - by Andrew Erridge

22 May 2018 - 7:02am
A practical approach to problems making group movement feel good and coordinated in an RTS style game.
Categories: Game Theory & Design

How Hard is Too Hard? - by No Moss Studios

22 May 2018 - 7:02am
Reuben from No Moss Studios talks about how the decisions that went into balancing a game that was intentionally trying to be hard. Where is the line between hard and frustrating?
Categories: Game Theory & Design

From Steam to Switch: A Journey of an Indie Game - by Eray Uygun

22 May 2018 - 7:02am
Is Nintendo Switch a salvation or a trap for indies? Let's have a closer look.
Categories: Game Theory & Design

A Study Into Replayability -- Defining Variance - by Josh Bycer

21 May 2018 - 7:01am
For the final part of my look at replayability, we're going to talk about what Variance is, and how games have to be designed to be replayable.
Categories: Game Theory & Design

Drawing Inspiration from a Global Community of Game Developers - by Ryan Sumo

21 May 2018 - 7:00am
I've soured on game conventions as a good means of marketing, but found something else that will keep me going.
Categories: Game Theory & Design

Reading in strategy games - by Tom Kail

21 May 2018 - 6:59am
In a strategy game, reading is the process of parsing the information on the board, allowing players to identify threats and opportunities. This article offers a new lens to help understand designing games which are interesting to "read".
Categories: Game Theory & Design

Here Be Monsters: Producing Tangibly Minatory Creatures in Video Games - by Michel Sabbagh

21 May 2018 - 6:58am
Monsters make for daunting foes whose demeanor stands out from standard baddies, but there's more to a creature than just the level of fear they elicit. This piece by Michel Sabbagh details the art behind making beasts and harnessing their true potential.
Categories: Game Theory & Design

Frostpunk – An analysis of emotional narrative engagement - by Albert van der Meer

21 May 2018 - 6:57am
Frostpunk is the latest game from Polish developer 11bit Studios, where you are the leader of a small colony of survivors known as New London, in a post-apocalyptic world that was hit by a severe ice age. As the title suggests, it’s a frozen, frost-encrus
Categories: Game Theory & Design

Flavor Text Is Actually Red Meat - by Nikhil Murthy

21 May 2018 - 6:56am
It's time to give flavor text the respect it deserves.
Categories: Game Theory & Design

The Esoteric Design of Fighting Games - by Maurice Edwards

21 May 2018 - 6:42am
The average traditional 2D fighting game has usability problems most modern games try to avoid. To help newcomers learn the genre, fighting game developers need to acknowledge the issues and the attempted solutions and work towards a new genre status quo.
Categories: Game Theory & Design

Winning In Enterprise Gamification Initiatives - by Jennifer Lynn

21 May 2018 - 6:42am
Gamification opportunities for businesses are great – from having more engaged customers, to crowd sourcing innovation or improving employee performance.
Categories: Game Theory & Design

Behind closed doors.. A guide to dwarven door mechanics - by Michela Rimensberger

21 May 2018 - 6:42am
This blog post illuminates how to be realistic in creating environments and mechanics in a fantasy setting. The example uses the mechanics for a dwarven door to illustrate the process of developing rules and properties.
Categories: Game Theory & Design

Video Game Deep Cuts: The Secret Of Harry's Binding - by Simon Carless

20 May 2018 - 7:39am
This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.
Categories: Game Theory & Design

3 books all Producers should read - by Richard Wood

18 May 2018 - 5:59am
You can't learn Production from a book, but, I do believe you can take inspiration and ideas from these three and I would recommend them to all Producers, no matter your level.
Categories: Game Theory & Design

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