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Work-Life Balance as an Indie Dev - by Michael Hicks

4 December 2017 - 7:01am
A big struggle for indie devs seems to be balancing life and work. In this video I talk about my experiences with this and methods that have helped me with it.
Categories: Game Theory & Design

Opposing Viewpoints of Virtual Reality - by Ashlye Kaczmarek

4 December 2017 - 7:01am
Virtual Reality is still new to our world and there is still things that need to be worked on. The virtual world is growing, but not everyone is so supportive of its breakthrough. This paper discusses the opposing viewpoints of the every growing VR world.
Categories: Game Theory & Design

Best Freelancing Platforms for Developers - by Michael Smith

4 December 2017 - 7:01am
Ways you can earn as a freelance developer
Categories: Game Theory & Design

Reynald's Expedition: Designing A Hero - by Andrew-David Jahchan

4 December 2017 - 6:43am
In this article, we share the creative process we went through when creating Reynald, our first game's main character and eager archeologist!
Categories: Game Theory & Design

A Quick Breakdown of Self-Determination Theory - by Travis Meador

4 December 2017 - 6:43am
I was extremely interested in Self-Determination Theory (SDT), as a whole because of the way video games have impacted my own life. This was done with a few classmates and we really got into it.
Categories: Game Theory & Design

Game Industry Blockchain Technologies Should Be Humble to Survive - by Vadim Bulatov

4 December 2017 - 6:43am
Among the many blockchain solutions proposed for the gaming industry, the most popular have been those that create marketplaces for in-game purchases used in free-to-play models.These model however, excludes the role of game developers and publishers.
Categories: Game Theory & Design

Design your creative team like a game - by Levi Engel

4 December 2017 - 6:43am
Creative people just want to perform at their best and see the team succeed in finding the best solutions to the problems at hand. Formulate the rules of evaluation of the propositions as clearly as you would explain the rules of a game.
Categories: Game Theory & Design

Leavers are ruining Overwatch and Blizzard is doing nothing about it - by Ivan Fortunov

4 December 2017 - 3:21am
I loved the game, but now Leavers are ruining Overwatch. Why Blizzard won't solve these problems when there are so many ways to actually do it? Let's take a closer look at the current situation.Why Blizzard won't solve these problems when there are so man
Categories: Game Theory & Design

Video Game Deep Cuts: Dream Of A Million Onions - by Simon Carless

3 December 2017 - 12:35am
This week's best articles and visuals around games include a podcast about Dream Daddies, a wonderful video profile of Million Onion Hotel creator Yoshiro Kimura, and lots more.
Categories: Game Theory & Design

The Regions That Produce the Most Successful Developers and Tech Companies - by Peter Smalls

1 December 2017 - 7:02am
There are some very small towns that have produced several huge gaming companies and technologies. It's not all about Silicon Valley.
Categories: Game Theory & Design

Microtransactions by Riot vs. EA and the Path Toward the Dark Side - by Andrew Heikkila

1 December 2017 - 7:01am
When microtransactions are supplemental to experience, not a way to get around it, there’s nothing wrong with that. However, when the game is structured around them, and when they are used as a way to bypass time spent playing, the play becomes a burden.
Categories: Game Theory & Design

Bea The Bullet Dev Log #2 – Where We Went Wrong - by Devon Wiersma

1 December 2017 - 7:01am
In the second dev log from the time-trial arcade game "Bea the Bullet" we look at how we failing in our early decisions helped us plot a path forward.
Categories: Game Theory & Design

Sonic Mania and Punishing Save Systems - by Johnny Uzan

1 December 2017 - 7:00am
Sonic Mania was pretty much everything I expected, until I had my first game-over, and I was reminded of how differently classic games handled failure. In this article we discuss the save system in the game and how it impacts every part of the experience.
Categories: Game Theory & Design

Meeple Like Us, November 2017 - by Michael Heron

1 December 2017 - 7:00am
This is what's been going on in the world of Meeple Like Us in November of 2017.
Categories: Game Theory & Design

The Rut of Open World Game Design -- A Study on "Upen" World Games - by Josh Bycer

1 December 2017 - 6:59am
The open world genre has become huge over the last decade, but today we're going to talk about all the games are taking the same page out of Ubisoft's book.
Categories: Game Theory & Design

Foliage Optimization in Unity - by Danny Weinbaum

1 December 2017 - 6:59am
Performance optimization comes part and parcel with lush, dense 3d forests. In this article, I offer a detailed description of how I tackle forest optimization in Unity.
Categories: Game Theory & Design

Stress testing Unity’s LLAPI, what are the limits? - by Seth Robinson

1 December 2017 - 6:58am
Explore the what and whys of Unity's networking options and use NetTest (full source included) to put the latest version of the LLAPI through its paces.
Categories: Game Theory & Design

How violent games survived in China battleground? - by Allie Zhong

1 December 2017 - 6:57am
Since there's no rating system in China, many programmes like movies, TV series as well as games are banned or censored before input in the Chinese market. Chinese game developer has made their effort to survive under the big pressure of Chinese watchdog.
Categories: Game Theory & Design

Oops I Did It Again: Finding Flow in Hard Games - by Jenny Graf

1 December 2017 - 6:54am
Notoriously difficult games are often associated with anguish more than euphoria, but they contain some of gaming's most pleasurable moments. This article delves into what leads to these experiences, why they feel so good, and how they can be designed.
Categories: Game Theory & Design

The Statue Got Me High: Annotated Source - by Ryan Veeder

1 December 2017 - 12:59am
Here's the Inform 7 source text to my 2012 game "The Statue Got Me High," based on the They Might Be Giants song of the same name. In 2015 and 2017 I added annotations commenting on the design, the implementation, and various TMBG references.
Categories: Game Theory & Design

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