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Lessons and statistics after third year as an indie developer - by Vladimirs Slavs

17 February 2019 - 11:24pm
Taking a look at my third year as an indie: what things worked, what did not, lessons learned.
Categories: Game Theory & Design

Launch Trailers - by M. Joshua Cauller

17 February 2019 - 11:24pm
I've been thinking about launch trailers for years. Maybe some of these thoughts could help map-out your launch trailer's plans.
Categories: Game Theory & Design

A Student game Post-mortem (or how not to make a game) - by Antoine SARRAZIN

17 February 2019 - 11:21pm
I'v recently ended my studies with one last student game experience : Illtide. The production was a nightmare. So instead of keeping this story for myself, let me tell you how not to make a game, and what I've learned from it.
Categories: Game Theory & Design

The Translation of Video Games Requires ‘Playability’ - by Evelyn Lin

17 February 2019 - 11:16pm
Playability is defined as a set of properties describing the player experience using a game system whose primary goal is to provide amusement and pleasure, by being satisfying and reliable. The relationship between playability and translation--
Categories: Game Theory & Design

The Horror Design of an Alpha Antagonist - by Josh Bycer

17 February 2019 - 11:15pm
Today's post looks at the recent success of the Resident Evil 2 Remastered and how they improved on the Mr.X formula to create an alpha antagonist.
Categories: Game Theory & Design

Thunderballs VR - #3 - Doubling Down - by Daniel Yawitz

17 February 2019 - 11:15pm
The third post in the series that chronicles the development of Thunderballs VR by Megafauna
Categories: Game Theory & Design

Categories of Action in Strategy Gaming - by Brandon Casteel

17 February 2019 - 11:03pm
In this article, I'm going to seek to elucidate a theory of how players' actions operate in the context of strategy games - mostly, in a competitive setting, though I think it also applies to single player or co-op as well.
Categories: Game Theory & Design

Finding mono no aware in American video games - by Emma Rausch

17 February 2019 - 11:00pm
An examination of American game narrative design through the lens of the Japanese aesthetic, mono no aware
Categories: Game Theory & Design

Assassin's Creed: The Illusion of Scale - by Stanislav Costiuc

17 February 2019 - 10:59pm
Let's talk about what the first Assassin's Creed does to make itself feel larger than it actually is.
Categories: Game Theory & Design

Game Development Career Night: Level Up Your Job Hunting Skills - by Anthony Ritchey

17 February 2019 - 10:54pm
Seattle videogame game development organizations collaboratively ran a career evening to help local game developers, students, and other professionals with career tips, interviewing, along with resume and portfolio reviews. This is an event summary.
Categories: Game Theory & Design

Japanese video games and their narrative mechanics: A critical analysis by an outside observer - by Emma Rausch

17 February 2019 - 10:54pm
A critical analysis of common Japanese game narrative mechanics, their development and current modification from an outside perspective
Categories: Game Theory & Design

Video Game Deep Cuts: A Romance Crackdown, Wu-Tang Style - by Simon Carless

17 February 2019 - 7:28am
This week's highlights include a piece on Chinese romance games for women, a look at a multitude of new titles - from Crackdown 3 through Metro Exodus to Anthem, and the weird history that led to the Wu-Tang fighting game.
Categories: Game Theory & Design

Rendering process in Shadow Fight 3 - by Roman Tersky

15 February 2019 - 9:37am
In the following essay, the leading technical artist of Nekki’s Russian development partner Banzai Games, Roman Tersky, describes the rendering process and the materials used for the characters' equipment in the mobile game Shadow Fight 3.
Categories: Game Theory & Design

Bioshock Infinite - Does it fit in with the others in the series? - by Gaurav Singh Bisht

15 February 2019 - 9:36am
Bioshock Infinite A game which was supposed to be the end of the Bioshock series, but does it really do justice to its predecessors?
Categories: Game Theory & Design

Voxelart Styles in Video Games - by Zach Soares

15 February 2019 - 9:34am
A blog post explaining some of the foundational voxelart styles in videogames. This applies to general voxelart as well but it serves to build a better understanding for the form in video games.
Categories: Game Theory & Design

Can states tax violent video games? - by Brandon Huffman

15 February 2019 - 9:31am
Recently, a lawmaker in Pennsylvania proposed a law to tax the sale of video games rated M or AO by ESRB at 10%. Can states legally do this?
Categories: Game Theory & Design

Pitching Your Game with Rebekah Saltsman - by Larry&Brandon GDU

15 February 2019 - 8:50am
GDC 2019 is in a month and it's a time for many indie developers to network and pitch their games to investors. Rebekah Saltsman owns 51% of Finji, which makes and publishes indie games. She has a decade of experience listening to and making pitches and i
Categories: Game Theory & Design

Zack Manko, Mega Cat Studios: Bringing Physicality to a Digital World - by Jessica Paek

15 February 2019 - 8:50am
This week, we got a chance to talk to Zack from Mega Cat Studios to talk about developing retro games for new consoles, marketing physical games in the digital age, and how they’ve built their die-hard community of retro fans.
Categories: Game Theory & Design

Behind the Scenes of A Game Blogger’s Patreon - by Michael Heron

15 February 2019 - 8:40am
If you were ever interested in the behind the scene numbers of a small gaming blog's Patreon, then I'm going to open up my wallet and show you everything that's in it.
Categories: Game Theory & Design

Creating a Sustainable PR Program in a Hits-Driven Mobile Game Ecosystem - by Ken Johnston

14 February 2019 - 11:11pm
Mobile games are a hits-driven business. This is at odds with good public relations campaigns, which thrive on consistency. Here's a brief explainer on how to create a sustainable PR program around a mobile game's development, broken out in 3 phases.
Categories: Game Theory & Design

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