Gamasutra.com Blogs

Subscribe to Gamasutra.com Blogs feed
Gamasutra Blogs
Updated: 10 hours 1 min ago

Historians discuss Assassin's Creed Odyssey - by Bob Whitaker

22 October 2018 - 6:36am
Historian Bob Whitaker talks with Dr. Kate Cook about Assassin's Creed Odyssey. Topics include the Peloponnesian War, life in Athens and Sparta, women in ancient Greece, and the importance of the arts and artists in Athenian society.
Categories: Game Theory & Design

Resurrect (But Reinvent) The Three Act Structure! - by David Kuelz

22 October 2018 - 6:35am
The Three Act Structure is unloved in games, and there's good reason why, but our distaste for it limits us. Dismissing it out of turn keeps us from understanding what our players need and reinventing structure in a way that works for games.
Categories: Game Theory & Design

What is an RPG? - by Caleb Compton

22 October 2018 - 12:41am
RPGs are one of the most deceptively complex game genres out there. It's easy to spot a First-Person Shooter - you shoot things in first-person. However, RPGs are not so simple. In this article we get to the bottom of what defines this elusive genre.
Categories: Game Theory & Design

I did everything "wrong": A first-timer's indie game Kickstarter pre-mortem - by Patric Fallon

22 October 2018 - 12:20am
When crowdfunding a game, there's practically a formula for success. But few first-time creators can follow the formula with limited time, money, and energy. Should aspiring game devs who deviate from those guidelines not bother trying to run a campaign?
Categories: Game Theory & Design

Less is (Still) Less: AC: Odyssey’s Exploration Mode and Time-Wasters - by Dave McLeod

22 October 2018 - 12:04am
Where do we draw the line between bloat and exploration in open-world games?
Categories: Game Theory & Design

Video Game Deep Cuts: The Astro Genius, Redeemed - by Simon Carless

21 October 2018 - 7:08am
This week's highlights include a rave for Astro Bot VR, why game devs aren't getting Genius Grants, and a delightful Red Dead Redemption recap, among others.
Categories: Game Theory & Design

4 Ways to Sustain Positive ROAS with Creatives - by Brian Bowman

19 October 2018 - 6:50am
While the apps market grows increasingly crowded and automation tools optimize how campaigns are run, your creative becomes the key differentiator for performance and financial success. Here's how you can sustain ROAS with effective creatives.
Categories: Game Theory & Design

Orbit Prediction For VR Dogfighting - by Mo Ga

19 October 2018 - 6:49am
Another little step along the way. This is the second iteration of the orbit flight instrument for Orbital Dogfight. The video is just raw capture.
Categories: Game Theory & Design

Kliuless? Gaming Industry ICYMI #8 - by Kenneth Liu

19 October 2018 - 6:48am
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

How Yacht Club Games Created Shovel Knight's Tinker Knight Boss - by David Craddock

18 October 2018 - 9:20am
In the third and final batch of exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Tinker Knight boss battle.
Categories: Game Theory & Design

Lessons Learned After Making Anodyne with Sean Han Tani - by Larry&Brandon GDU

18 October 2018 - 9:18am
Sean Han Tani is a composer, independent game developer, writer and teacher. He is best known for making Anodyne game and is currently working on the sequel, Anodyne 2. His past work includes All Our Asias- a surreal, lo-fi, 3D adventure, about identity,
Categories: Game Theory & Design

Why It's So Difficult to Talk About Crunch in Game Development - by Josh Bycer

18 October 2018 - 9:17am
The recent news surrounding Rockstar Studios regarding crunch frames today's talk about why the concept is always hard for developers to agree upon.
Categories: Game Theory & Design

Persuasion and game design - by Antonio Torres

18 October 2018 - 9:06am
Leadership has many dimensions. While the naive view is that leaders give orders and subordinates follow them, the reality is much different in many situations.
Categories: Game Theory & Design

Breaking the VR Speed Barrier: Sprint Vector's Fluid Locomotion Technology - by Lauren Irvine

17 October 2018 - 6:25am
Never a developer to shy away from a technical challenge, Survios's second game "Sprint Vector" was created to tackle an issue persistent in VR since its inception: locomotion. So naturally the studio built a game where speedrunning is its heart and soul.
Categories: Game Theory & Design

How Yacht Club Games Created Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight Bosses - by David Craddock

17 October 2018 - 6:24am
In another batch of stories from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight boss battles.
Categories: Game Theory & Design

Metaspoilers and how they can influence the player experience. - by Bruno Freitas

17 October 2018 - 6:23am
In this post I will talk about metaspoiler, a term I create to talk about spoilers that transcends the original media and will analyze some examples.
Categories: Game Theory & Design

Top 3 Game Career Planning Videos from Ask Gamedev - by Matt AG

17 October 2018 - 6:20am
Today Ask Gamedev turns 1 year old! If you haven't heard of Ask Gamedev, we're a YouTube channel made up of game industry veterans and we make videos on game design, marketing games, career planning and more. Here are our top 3 videos on career planning:
Categories: Game Theory & Design

How Yacht Club Games Created Shovel Knight's Baz, Mole Knight, and King Knight Bosses - by David Craddock

16 October 2018 - 8:41am
In exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Baz, King Knight, and Mole Knight boss battles.
Categories: Game Theory & Design

How to build worlds and tell stories in VR - by Michela Rimensberger

16 October 2018 - 7:25am
This entry summarizes my presentation held at the Forward Festival this June about worldbuilding and Storytelling in VR. I used the dwarven Stonebeard family from our fantasy universe, to explain our approach of the 4WH's.
Categories: Game Theory & Design

Video Game Music Composers: New VR Headphone Tech (2018) - by Winifred Phillips

16 October 2018 - 7:18am
Video game composer Winifred Phillips discusses newly announced headphone products for VR, and new technologies promising to enhance existing headphones for VR. Topics include Cingo, the Ambeo Smart Headset, Super X-Fi, and the Sowlo from Noveto Systems.
Categories: Game Theory & Design

Pages