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How to make a Discord RPG: Part 3 - by Adrian Hawkins

15 August 2018 - 4:02am
In parts 1 and 2 we talked about the design of our Discord RPG; part 3 of this blog series covers the technology used to build it, including servers, database and API choices.
Categories: Game Theory & Design

Five Tips for VR/AR Device-independent Unity Projects - by Jonathan Linowes

15 August 2018 - 3:56am
How does a Unity developer “create once, build many” while dealing with the rich, varied, constantly changing plethora of VR or AR toolkits and services? At Parkerhill, we came up with a set of best practices that work for us.
Categories: Game Theory & Design

VR Arcades for the Game Music Composer - by Winifred Phillips

14 August 2018 - 4:44am
Video game composer Winifred Phillips explores how composers can learn about Virtual Reality through VR arcades. Includes the history of some major international VR arcade franchises, with success stories and possible future developments in the field.
Categories: Game Theory & Design

Game Designer Spotlight: Shigeru Miyamoto - by Caleb Compton

14 August 2018 - 4:34am
Most people know who directed their favorite movie or wrote their favorite book, but the people who make games are often unknown. In this series I hope to spotlight some of the best game designers around starting with an all-time great, Shigeru Miyamoto
Categories: Game Theory & Design

Flaws Of An Undead Genre - What's Wrong With Point & Click Adventures? - by Marcus Bäumer

14 August 2018 - 4:30am
We asked Twitter about the flaws of Point & Click Adventures. Here's a summary of what people told us.
Categories: Game Theory & Design

Taking a Swim with Sharkbite Games: A 'BeSwitched' Q&A - by Jill Sullivan

14 August 2018 - 4:22am
A Q&A with Sharkbite Games, creators of Kongregate’s latest mobile release "BeSwitched."
Categories: Game Theory & Design

The Design is the Implementation - by Daniel Shumway

14 August 2018 - 12:33am
In Reset Hard, I eschew tricks and clever programming in favor of direct, honest systems. This allows me to design mechanics with a greater degree of consistency and flexibility.
Categories: Game Theory & Design

Video Game Deep Cuts: We, Happy To Take The Magic Leap - by Simon Carless

13 August 2018 - 9:25am
This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.
Categories: Game Theory & Design

The Dangers of the Echo Chamber Effect on Game Development - by Josh Bycer

13 August 2018 - 8:54am
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.
Categories: Game Theory & Design

Coffee Talk Devlog #1: How the game came to be - The seed, the anxiety, and the belief of design by subtraction - by Mohammad Fahmi

13 August 2018 - 8:49am
We talk about the background of our latest project, Coffee Talk, and how Fumito Ueda's philosophy influenced us.
Categories: Game Theory & Design

Design Principles as applied to Virtual Reality - by Seth Edens

13 August 2018 - 8:47am
Discussion of several design principles and how they do or do not apply to virtual reality
Categories: Game Theory & Design

The Dream IS the Product - by Neil Schneider

13 August 2018 - 8:46am
Billions of dollars later (and many more to come, I'm sure), seemingly wild investments in Magic Leap, Oculus, and more are put into future computing perspective.
Categories: Game Theory & Design

Game Developers Diaries. Crush of Bones - by Andrei Semiankovich

13 August 2018 - 8:42am
Here at Polygon Gamelab  we create small groups of our students who want obtain more practical knowledge about process of game-making and game-releasing.
Categories: Game Theory & Design

Being a (pure evil) business developer #5: some post-E3 thoughts - by Marcin Kaleta

10 August 2018 - 6:25am
Gaming is going through a truly REVOLUTIONARY era, hell yeah! But is E3 still worthy attending for Indie devs in this era?
Categories: Game Theory & Design

Scaling a Game Simulator with Cloud DataFlow - by Ben Weber

10 August 2018 - 6:24am
Procedural content generation needs automated playtesting, here’s one approach to explore.
Categories: Game Theory & Design

45 Match-3 Mechanics - by Kirill Razumovskiy

10 August 2018 - 6:23am
Learn about the mechanics used by top developers and create your own
Categories: Game Theory & Design

The Ups and Downs of Homeworld - by Justin Reeve

10 August 2018 - 6:22am
Homeworld remains one of the only real-time strategy games to ever feature a truly 3D movement system. Why? Players never look up. This article examines what Homeworld did differently and why it failed to catch on.
Categories: Game Theory & Design

Time vs Progression - by Gregory Pellechi

10 August 2018 - 6:17am
Ever wish you could jump to an early part of a game's story to see what happened? Well there's a good reason that doesn't happen - progression. Time and progress are constraints on narratives that most designers aren't immediately aware of.
Categories: Game Theory & Design

ADAPTIVE GAMEPLAY AESTHETICS (PART 1): A Disruptive Game Design Framework - by Krzysztof Solarski

9 August 2018 - 8:08am
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.
Categories: Game Theory & Design

Accessibility vs. Memorability. - by Victor Sanchez

9 August 2018 - 8:02am
When we perceive a game as accessible? are there any factors that foresee its memorability? are these two characteristics at odds? There is a psychological model that try to throw some light on these questions.
Categories: Game Theory & Design

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