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Helping the young ones grow - by Anne Gibeault

26 March 2018 - 7:45am
5 points to build up trusting relationships and helping the young ones grow in the Industry.
Categories: Game Theory & Design

Tiny Trees Post Mortem: How Math Helped Design A Game - by Michael Perce

26 March 2018 - 7:24am
Tiny Trees is a competitive tree-growing board game where unlike most board games, the trees you grow branch into the third dimension. I investigate the math that influenced our design so that you can apply the ideas to your own games. Written for #notGDC
Categories: Game Theory & Design

Video Game Deep Cuts: We're Through The GDC Valley - by Simon Carless

25 March 2018 - 7:15am
This week's longform article & video highlights include plenty of GDC standouts, as well as a fascinating profile of Stardew Valley's creator. 
Categories: Game Theory & Design

Beating Procrastination - by Keano Raubun

22 March 2018 - 11:54pm
A self-reflection on procrastination habits and possible solutions to break that vicious cycle and keep working on the things you love.
Categories: Game Theory & Design

Ten interviews about the state of video games and research - by Mata HaggisBurridge

22 March 2018 - 11:53pm
Ten developers, from AAA to indies and community organisers, were interviewed about relationship with academia, thoughts on the future of games, and more. The results are inspiring and personal stories that drive devs in their work.
Categories: Game Theory & Design

Banished and Psychological Flow - by Daniel Aparicio

22 March 2018 - 11:52pm
In this article, I discuss the
Categories: Game Theory & Design

Serverless: Up and Running - by Alex Banks

22 March 2018 - 10:24pm
What is serverless hosting? With AWS Lambda, it's now possible to run an API application that only exists on-demand, only costing resources based on what it uses while running.
Categories: Game Theory & Design

How to Build Trust and Make Better Game With Steam Reviews - by James Thomas

22 March 2018 - 10:24pm
How to Build Trust and Make Better Game With Steam Reviews
Categories: Game Theory & Design

Historians discuss Wolfenstein II - by Bob Whitaker

21 March 2018 - 10:35pm
Historians John Harney, Bob Whitaker, and Robert Greene II discuss the treatment of twentieth century American history in Machinegames' Wolfenstein II: The New Colossus.
Categories: Game Theory & Design

Video: World Building Mafia 3's City - by Nathan Cheever

21 March 2018 - 10:33pm
Mafia III’s Nathan Cheever (Lead World Designer) and Petr Zavesky (Lead Architect) share the history, process, and challenges creating New Bordeaux, their fictional version of New Orleans. The city became more than a place − it became a unique chara
Categories: Game Theory & Design

From Body Mechanics Animator to Character Performance Animator; Documenting the Learning Curve - by Revlyn Schreiber

21 March 2018 - 10:33pm
A description of how I intend to document the process of how a body mechanics animator can progress to become a character performance animator by creating a believable character performance scene using dialogue.
Categories: Game Theory & Design

Lessons learned after two years as an indie developer - by Vladimir Slav

21 March 2018 - 10:33pm
In this blog post, Vladimir tries to summarize his experience running the indie gamedev company in Riga, Latvia.
Categories: Game Theory & Design

Postmortem: Chasing Carrot's Pressure Overdrive - by Patrick Tejada

21 March 2018 - 10:33pm
This postmortem depicts the ups and downs leading to and during the development of Pressure Overdrive, a twin-stick shooter on wheels set in a colorful steampunk world, which German indie devs Chasing Carrots released in 2017.
Categories: Game Theory & Design

The Maturity Breath of the Wild Brings to Nintendo's Game Design - by Josh Bycer

21 March 2018 - 10:33pm
The Legend of Zelda Breath of the Wild is an amazing game, but it's easy to overlook how Nintendo has designed their most mature game yet.
Categories: Game Theory & Design

The Culture of Kongpanions: What’s in a Name? - by Alysia Sanders

21 March 2018 - 10:33pm
Each week, Kongregate releases a new "Kongpanion." Learn all about how these adorable little cartoon profile friends are designed and named, with insights into Kongregate's staff culture.
Categories: Game Theory & Design

Why Most Game Changing Tech is Disappointing - by Michael Smith

19 March 2018 - 8:17am
Why most so-called "game changing" technology turns out to be nothing more than a huge disappointment.
Categories: Game Theory & Design

Top Gaming Industry Trends for 2018 - by Alex Miller

19 March 2018 - 8:15am
From buying loot boxes to casting magic spells on the streets – we have a lot to do in 2018, as the gaming industry invents new ways to engage and entertain us.
Categories: Game Theory & Design

Against "Accessibility" - by James Margaris

19 March 2018 - 8:12am
In which our hero argues against classical notions of video game accessibility.
Categories: Game Theory & Design

Common Stealth Level Design Mistakes - by Ben Bauer

19 March 2018 - 8:10am
An animated video about common stealth level design mistakes and solutions.
Categories: Game Theory & Design

Working with Pixel Art Sprites in Unity: Importing Assets - by Alex Belzer

19 March 2018 - 8:07am
A how-to series about importing, animating, and placing 2D sprites in Unity while using the actual Unity editor as little as possible. First up is the complicated world of importing assets into your Unity project.
Categories: Game Theory & Design

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