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Arena of Valor — true MOBA on mobile phones - by Vadim Bulatov

26 December 2017 - 7:22am
Arena of Valor is the best mobile game of 2017. It is really polished, smooth, posh, and immersing game with intuitive controls.
Categories: Game Theory & Design

BEHOLD: Indie gaming's greatest failure! - by Davey Kerr

26 December 2017 - 7:21am
Game launch on Win+Mac+Linux plus Android+iOS, for total sales of...
Categories: Game Theory & Design

Apple puts Game Developers on Notice following Loot Box Controversy - by Dylan Moran

26 December 2017 - 7:20am
Apple subtly introduced added guidelines that direct developers to make it easier for clients to know just how lucky they will be with loot boxes.
Categories: Game Theory & Design

‘First Publish Advantage’ – key to succeed in the app/mobile games market in China? - by Jason Kong

26 December 2017 - 7:20am
‘First Publish Advantage’ – key to succeed in the app/mobile games market in China? Companies strive to be the first in the market, sometimes even before the officially licensed game.
Categories: Game Theory & Design

How to Build Audio For VR Games - by Alex Riviere

26 December 2017 - 7:19am
What's the difference working with Virtual Reality compared to flat-screen games except for Binaural positioning? This article shares insights on creating audio for VR Games.
Categories: Game Theory & Design

Join the Heist: The Story of a Burglar named Burgal and the Game he Starred in (Part 1) - by Blair Pyle

26 December 2017 - 7:19am
With the upcoming launch of Burgal's Bounty, I wanted to write about the long history of the game and some of the challenges of the development process. Burgal's Bounty is coming to iOS and Android on February 15th, 2018.
Categories: Game Theory & Design

Video Game Deep Cuts: That HQ Donut County Trivia - by Simon Carless

24 December 2017 - 5:35am
This installment of Video Game Deep Cuts includes a look at indie standout Donut County, the potential dystopia behind HQ Trivia, and lots more besides.
Categories: Game Theory & Design

The Painful Art of Cutting - by Jon Ingold

21 December 2017 - 6:51am
Writing game narrative is hard; cutting it is harder. But good, brutal editing is crucial to both managing your scope and delivering a tight story.
Categories: Game Theory & Design

How to get a job in the (Dutch) game industry - part 2 - by Eline Muijres

21 December 2017 - 6:51am
If you're looking for a job or internship in the Dutch game industry, there are several ways to increase your chances of success. In this article, Eline Muijres provides you with some tips and advice to help you on your way.
Categories: Game Theory & Design

Making a press kit on your site - by Megan Carriker

21 December 2017 - 6:51am
Do your future self a favor and make it easier for media outlets to cover your upcoming games and company updates by having a press kit on your site.
Categories: Game Theory & Design

A DETAILED LOOK INTO PYRE - by Cherish Socro

21 December 2017 - 6:50am
Supergiant Games recently released a title that many were not expecting. Let’s deconstruct the unique gaming experience that is Pyre, and the company’s development principles that shone through Pyre and made the stars align.
Categories: Game Theory & Design

How we raised funds without any game released - by Léonard Bertos

21 December 2017 - 6:50am
You have a great game idea, but you'll need funds. You don't know where to star. Nothing is done yet. Well, this story could show you the way.
Categories: Game Theory & Design

How to get a job in the (Dutch) game industry - part 1 - by Eline Muijres

20 December 2017 - 6:09am
If you're looking for a job or internship in the Dutch game industry, there are several ways to increase your chances of success. In this article, Eline Muijres provides you with some tips and advice to help you on your way.
Categories: Game Theory & Design

The Key to Esports Success - by Tyler Main

20 December 2017 - 6:06am
Evaluations of esports focusing on the quality of their design may be missing the mark.
Categories: Game Theory & Design

Are Casual Games Maturing? Lessons from Angry Birds 2 - by Om Tandon

19 December 2017 - 7:46am
Why are casual games pivoting towards mid-core features? What differentiates Angry Birds 2 from previous Angry Birds games? For the first time a close chat with team at Rovio that built Angry Birds 2 and what led them to make those bold design decisions!
Categories: Game Theory & Design

​Player’s Journey in War Robots - by Vadim Bulatov

19 December 2017 - 7:30am
Why does War Robots attract players so much? Judging by its dynamics, War Robots is the only adequate game in the genre niche of slow shooters, which is dominated by World of Tanks (WoT)
Categories: Game Theory & Design

The Growth of Online Gaming in India – A Walkthrough - by Ajeet Singh

19 December 2017 - 7:30am
Online gaming market in India is currently in the limelight as the country is moving in the right direction with steady growth in consumption volumes.
Categories: Game Theory & Design

On the bottom of gamedev - by Stas Shostak

19 December 2017 - 7:29am
I’ll try to describe what it’s like to be a self-taught indie developer without a hit. It is not that kind of story you can see in Indie Game: The Movie or Noclip documentaries or from the GDC scene.
Categories: Game Theory & Design

My Top 5 (and a few more) Games of 2017 - by Tyler Glaiel

19 December 2017 - 6:18am
2017 was a great year for games and here are my thoughts on my favorite ones of the year.
Categories: Game Theory & Design

Why I'm still playing Star Trek Timelines and what makes it a great F2P example - by Daryl Hornsby

18 December 2017 - 7:08am
Star Trek Timelines is a fine example of modern free-to-play monetisation and retention systems. I've been playing for two years, and I'd like to talk about how those systems work.
Categories: Game Theory & Design

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