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Magic Arena is not Magic the Gathering - by Diego Ricchiuti

19 June 2019 - 7:32am
Magic Arena the last product of the Magic the Gathering franchise, it isn't really MTG, it is a new game, with a different gameplay and a different audience.
Categories: Game Theory & Design

Kliuless #39: E3 2019 Recap - by Kenneth Liu

19 June 2019 - 7:28am
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

Prevent broken games with computer play testing - part2 - by Sascha de Waal

19 June 2019 - 1:03am
In this tutorial we will take a deep technical look at the testing framework. We will look at the idea behind it, and we will have a detailed look at all elements of the testing framework. You could use this as a reference for when you are going to use th
Categories: Game Theory & Design

The effects of a denoiser on a rendering project that uses only raytracing - by Brent Op de beeck

19 June 2019 - 1:02am
RTX and raytracing are seeing a lot more interest from the gaming community. During my master studies, I wanted to explore raytracing for myself. This blog post summarizes my findings and grants you access to the full thesis and source code.
Categories: Game Theory & Design

Tatiana Moreira, Hoplon’s Head of Marketing and Publishing, explores the challenges behind creating global communities. - by Tatiana MOREIRA

18 June 2019 - 7:03am
Creating a game with world-wide appeal is now more important than ever. Tatiana Moreira, Head of Marketing and Publishing at Holplon, explore the challenges of building global online communities.
Categories: Game Theory & Design

Game Reskin for a Luxury Shoe Brand - by Ben Chong

18 June 2019 - 6:59am
Since games for brands has been on the rise, I wanted to share our experience with a luxury shoe brand from Paris to develop a game reskin of our slicing game.
Categories: Game Theory & Design

The Delicious Psuedocode of an English Muffin - by Ashley Kreuer

18 June 2019 - 6:58am
The delicious pseudocode of how to make an English muffin- an essential guide in explaining programming for any hungry programmer. For when you know your non-programming relatives are going to be asking about what you actually do for a living.
Categories: Game Theory & Design

Developer Diary 12: Raid Feature Spotlight - by gumi Team

18 June 2019 - 6:56am
We take a closer look at some of the considerations and thoughts behind the creation of a new feature, Raid.
Categories: Game Theory & Design

A Guide to DIY Market Research for Indie Developers - by Damien Yoccoz

18 June 2019 - 6:49am
There are plenty of free resources available online for indie studios that can’t afford to hire a professional market research team and need some DIY guidance. Follow the guide!
Categories: Game Theory & Design

The Importance of Definitions in Game Design - by Louis McTague

17 June 2019 - 7:45am
The games industry is notorious for overloading arbitrary terms in game development, making it very confusing to communicate with others. This post will show you how defining terms in the context of your game can facilitate communication among designers.
Categories: Game Theory & Design

Entertainment Doesn’t Matter in Educational Serious Games - by Thomas van den Akker

17 June 2019 - 7:45am
Entertainment does not matter in educational serious games. This effect was observed in a year-long project. Within this project, people played games that varied in entertainment, but all covered the same theme.
Categories: Game Theory & Design

Grasping the Client-to-Cloud Revolution - by Neil Schneider

17 June 2019 - 7:37am
Google Stadia, XBOX's Project xCloud, Bethesda's Orion technology, and more are just scratching the surface of what's to come. Neil Schneider, Executive Director of TIFCA, shares his insights on where things are heading in the future computing world.
Categories: Game Theory & Design

Originality and Choice: Design Insights We Learned at Dreamhack Dallas 2019 - by Ross Przybylski

17 June 2019 - 7:36am
Here's an in-depth look at our budget, detailed session data, and our unexpected discovery of how originality and choice influence player perception that we learned showcasing Summoners Fate at Dreamhack Dallas 2019.
Categories: Game Theory & Design

An Exploration of Mundanity in Games - by James Briggs

17 June 2019 - 7:35am
Moving towards a more emotion-led design style in game design means that all types of emotion must be considered and all types of emotion can be used in an effective way that can make unique experiences. Let's start with boringness.
Categories: Game Theory & Design

Testing User interaction for AR: moving objects - by Ben Neuteboom

17 June 2019 - 7:33am
Two common ways to interact with Augmented Reality are using the touch screen, and by moving the phone itself. The results from a user study highlight some of their strengths and weaknesses.
Categories: Game Theory & Design

Does Sony's absence mean game over for E3? Here’s what the data says… - by Thomas Bidaux

17 June 2019 - 7:32am
Yearly look at the media coverage e3, the 2019 edition.
Categories: Game Theory & Design

Video: The first Library of Congress lecture given by a video game music composer - by Winifred Phillips

16 June 2019 - 8:48am
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress. This article includes the video of the complete presentation given by Phillips at the Library of Congress in Washington DC.
Categories: Game Theory & Design

Video Game Deep Cuts: E3, E3, E3 (and some Non-E3!) - by Simon Carless

14 June 2019 - 8:34am
This week's roundup includes all kinds of E3 neatness from Los Angeles, including discussion of Nintendo's announcements, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.
Categories: Game Theory & Design

Levelhead: Solving the "Play" Problem for User Generated Content - by Seth Coster

14 June 2019 - 7:33am
Games with user-generated content often suffer from the "Play Problem": players that create content can't get their creations seen by other players. Levelhead solves the Play Problem in an elegant way that puts control of visibility in players' hands.
Categories: Game Theory & Design

A Chronicle of Story Games: Part 2 - by Junxue Li

14 June 2019 - 7:21am
In the last decade, our team/as art contractor creates background art for various story games. In this series of posts, I will introduce the key features of different types of story games. And as an art producer, I would go deep into the art production a
Categories: Game Theory & Design

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