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Updated: 5 hours 21 min ago

Making your game run as smooth as butter on the iPad Pro. - by Bram Stolk

2 March 2018 - 6:32am
Apple's latest generation iPad Pro devices have been available for some time now. They come with what Apple calls ProMotion technology. But really, it's just what game developers call 120Hz display refresh. Once implemented, games run ever so smooth.
Categories: Game Theory & Design

The Soundscape of Suara: An Audio-Reactive Action Game - by Greg Dixon

2 March 2018 - 6:31am
This article focuses on the unique technical and aesthetic challenges involved in making our audio-reactive action game, Suara. Sound and music played a critical role in the overall design of the game as gameplay reacts dynamically to the game's score.
Categories: Game Theory & Design

Leaving CDProjekt RED, a first step in the dark (Part 3) - by Ryan Pergent

1 March 2018 - 6:23am
The 3rd part of a 4 parts series. How I created my company while still having a full-time job at CDProjekt, and the chain of event that would see me quit.
Categories: Game Theory & Design

An Examination Into Environmental Storytelling - by Josh Bycer

1 March 2018 - 6:23am
Environmental Storytelling is a concept that most designers know it when they see it, but for today, we're going to examine what it means for video games.
Categories: Game Theory & Design

Doing an HD Remake the Right Way: Chrono Trigger Edition - by Lars Doucet

1 March 2018 - 6:04am
The Chrono Trigger "HD re-make" has all the same problems as FFV and FFVI. Let's talk about it.
Categories: Game Theory & Design

The Rise of Ratchet & Clank’s Transforming Weapons - by Ian Colquhoun

28 February 2018 - 6:36am
We examine the changes Insomniac has made to their signature transforming weapons.
Categories: Game Theory & Design

Leaving CDProjekt RED, a first step in the dark (Part 2) - by Ryan Pergent

28 February 2018 - 6:34am
The second part of the story on how I came to build my startup.
Categories: Game Theory & Design

Meeple Like Us, February 2018 - by Michael Heron

28 February 2018 - 6:30am
This is what's been going on in the world of Meeple Like Us in February of 2018.
Categories: Game Theory & Design

Let's talk about... violent video game research - by Mark DeLoura

27 February 2018 - 7:43am
Here we go again! How to prepare yourself for a conversation about violent video games. Read the research, watch the videos, share with your friends!
Categories: Game Theory & Design

Finding the fun in VR-centric design: Throwing 2.0 - by Joel Green

27 February 2018 - 7:30am
VR is all about iteration and experimentation, making uncovering and locking down the fun of your design a tricky challenge. This article covers what went in to creating a first-of-its-kind VR telekinesis, and the rabbit hole we fell in to get there.
Categories: Game Theory & Design

Leaving CDProjekt RED, a first step in the dark (Part 1) - by Ryan Pergent

27 February 2018 - 7:04am
Sharing the story of how I entered the game industry and came to leave my dream job at CDProjekt RED, to start my own business.
Categories: Game Theory & Design

The 3-Wheel Design - by Veerdhawal Khanvilkar

27 February 2018 - 6:35am
In this article I discuss a new way of looking at a game and designing its feature during the beginning of the design phase and also a way to organize your thoughts while deciding which features to include in the game.
Categories: Game Theory & Design

Part 1, Don´t show, involve - by Katarina Gyllenback

27 February 2018 - 6:34am
The series "Don´t show, involve" builds upon the narrative as a cognitive process and how to go from a thought to the plotting of an involving experience. #narrative #gamedev #writers #premise #plotting
Categories: Game Theory & Design

Game Level Generation Using Neural Networks - by Seungback Shin

27 February 2018 - 6:22am
We discuss here how we generated game levels using artificial neural network in our game Fantasy Raiders. In addition, we suggested you to consider how the machine learning can provide new perspectives and inspirations to the game designers.
Categories: Game Theory & Design

Love and hate from fans, how to deal with it - by Alex Nichiporchik

27 February 2018 - 12:51am
When your house gets stalked by fans, you know you have a very passionate audience. Dealing with their love and hate can be an emotional rollercoaster and a business minefield. The CEO of tinyBuild shares his pro-tips of how to deal with love and hate.
Categories: Game Theory & Design

Fast 2D shadows in Unity using 1D shadow mapping - by Rob Ware

26 February 2018 - 6:43am
In this article I explain how I adapted a traditional technique from 3D rendering to achieve fast 2D shadows for a large number of light sources in the Unity game engine.
Categories: Game Theory & Design

Make Peace, Not War | The AI of Total War (Part 4) - by Tommy Thompson

26 February 2018 - 6:42am
In part 4 of my series on Total War, I look at the innovations in campaign and diplomacy AI in 2015's Total War: Attila.
Categories: Game Theory & Design

How NOT to Run a Crowdfunding Campaign - by Hsiao Wei Chen

26 February 2018 - 6:40am
Based on Thomas Bidaux’s talk about crowdfunding at the latest PocketGamer Connects in London and our own insights, these are all the things we did wrong in our Indiegogo campaign for MuniReality.
Categories: Game Theory & Design

Video Game Deep Cuts: Rolling The DICE For An Oregon Trail Switch - by Simon Carless

25 February 2018 - 7:52am
This week's longform highlights include Phil Spencer's speech at the DICE Summit, editorials on how the Switch is encouraging people to play games they wouldn't otherwise, & rare documents on The Oregon Trail's history.
Categories: Game Theory & Design

Taking Care of Business, 2018 - by Vince Weller

25 February 2018 - 7:13am
Random musings, assumptions, and reflections; afterword by Feargus Urquhart.
Categories: Game Theory & Design