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Updated: 20 hours 26 min ago

Defusing Flutter Bombs - by Hadar Silverman

10 April 2019 - 7:22am
A brief overview of the production of Flutter Bombs, an indie game on console. How a multi-platform study in game design released as a twin-stick shooter on Xbox One.
Categories: Game Theory & Design

Game Design Book Reviews: Game Programming Patterns - by Caleb Compton

9 April 2019 - 7:17am
In my first game design book review I take a look at Game Programming patterns by Robert Nystrom. This book is a great resource for somebody who knows a little about programming, but wants to learn more about how to program a video game.
Categories: Game Theory & Design

Tips on writing code for Data-Oriented Design - by Marc Costa

9 April 2019 - 7:15am
Personal preferences on writing code for Data-Oriented Design instead of Object-Oriented Design.
Categories: Game Theory & Design

Japanese Aesthetics in the Metal Gear Solid Series - by Kaleb Eberhart

9 April 2019 - 7:14am
A deep dive into the Metal Gear Solid series and how Japanese aesthetics played a major role in the influence of core designs as well as some visual aesthetics.
Categories: Game Theory & Design

Memorable moments in a game series: How the latest God of War created memorable moments for both newcomers and longtime fans - by Daniel Heslop

8 April 2019 - 8:19am
Memorable moments are a big part of designing games, and in long-running series, this sometimes involves series throwbacks. In this blog, we'll be looking into the latest God of War, and how it makes one moment work for both newcomers and series fans
Categories: Game Theory & Design

The Not so Simple Secrets to Making Good Tutorials - by Josh Bycer

8 April 2019 - 8:18am
Tutorial design can be very hard for designers to wrap their head around, but we're going to talk about some basic concepts to understand when trying to teach a player about your game.
Categories: Game Theory & Design

How Microsoft is helping accessibility for disable gamers - by Sean Binnie

8 April 2019 - 8:14am
This post focuses on the Microsoft Adaptive Controller and how well it actually does following guidelines from
Categories: Game Theory & Design

Historians discuss Return of the Obra Dinn - by Bob Whitaker

8 April 2019 - 8:11am
Historians Bob Whitaker and Meaghan Walker consider Lucas Pope's Return of the Obra Dinn. Topics include seafaring in the Napoleonic Era, nostalgia for the Age of Sail, the Memento Mortem and historical deduction, and mythical sea creatures.
Categories: Game Theory & Design

Kliuless #30: China's Digital Takeover of India - by Kenneth Liu

8 April 2019 - 8:11am
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Sega Genesis Mini's Delay was a Blessing in Disguise - by Andrej Kovacevic

8 April 2019 - 8:08am
Following a long and unimpressive string of passable products with the Sega brand licensed out to bidders without quality in mind, the concept of a plug-and-play Genesis has taken something of a dip in public perception.
Categories: Game Theory & Design

7 Cardinal Sins of Indie Game Promo - by Albert Banda

8 April 2019 - 8:07am
Indie games fail for a large number of reasons ranging from development to promotion. But when it comes to promos, these are the top 7 transgressions I've seen from indie studios.
Categories: Game Theory & Design

A Game Programming Experiment - by Hendrik du Toit

8 April 2019 - 8:02am
I started an experiment to try and create the silver bullet of design patterns when writing game code. I want to share this hoping to create some traction for people that share my motivations.
Categories: Game Theory & Design

How to get 40M installs? Marketing for Mobile Games | Brian Sapp VP UA at Jam City - by Joseph Kim

8 April 2019 - 7:57am
With games like Cookie Jam, Panda Pop, and Harry Potter Hogwarts Mystery how does Jam City approach marketing for their mobile games? Harry Potter got 40M installs to date so far. How do you run, structure, and optimize UA? Find out now!
Categories: Game Theory & Design

Three Years of Meeple Like Us - by Michael Heron

8 April 2019 - 7:55am
Meeple Like Us is three years old now. In this post we reflect on what we've found, where we've been, and where we're going.
Categories: Game Theory & Design

VR IMHO - by Zac Zidik

8 April 2019 - 7:53am
This is an editorial statement in response to a comment that was recently made to me that stated 'we don't really know what makes a good educational VR experience.' While that may be partially true, I believe it is far from totally true. Here's why.
Categories: Game Theory & Design

Showcasing Solo at GDC 2019: The Results - by Davionne Gooden

8 April 2019 - 7:51am
I went to GDC for the first-time to show off my surreal adventure RPG with the Indie MEGABOOTH, all while traveling and exhibiting alone. Sounds intense, yeah? Here's how it went.
Categories: Game Theory & Design

Video Game Deep Cuts: Risking Rain With A Lego Meat Boy - by Simon Carless

7 April 2019 - 7:34am
This week's roundup includes the smash success of indie sequel Risk of Rain 2, a fascinating new Lego coding toy, and what's up with the new Super Meat Boy game, as well as looks at Anthem's troubled dev cycle, the 'grit' behind No Man's Sky, & more.
Categories: Game Theory & Design

Playgrounds & Level Design - by Andrew Yoder

4 April 2019 - 7:45am
Adapted from GDC19's Level Design Workshop, this post applies real world playgrounds to multiplayer level design with a focus on level geometry.
Categories: Game Theory & Design

“Go all in” to Succeed as an Indie Dev at PAX East 2019 - by Ross Przybylski

4 April 2019 - 7:44am
PAX East 2019 marks my third major showcase of Summoners Fate and I continue to learn from our experiences. Here’s three things we did different to stand out as an indie at PAX East this year and the data we collected.
Categories: Game Theory & Design

A Deep Dive Into Steam's Discovery Queue - by Erik Johnson

4 April 2019 - 7:44am
Over the past three months I have looked at almost 700 games in my Steam Discovery Queue. I saved the store page html for each of these games so I could analyze what Steam is showing me. Here is what I learned.
Categories: Game Theory & Design