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Updated: 14 hours 46 min ago

Retrospectives are powerful - do them more often! - by Richard Wood

9 November 2018 - 9:44am
Retrospectives are a powerful tool for Producers, but they're often underused. In this blog I outline how I run retrospectives and why I believe they're powerful.
Categories: Game Theory & Design

The Usability Playtest: What it is and How to Moderate One - by Jozef Kulik

9 November 2018 - 7:51am
A usability playtest can be a powerful tool that  leveraged to gain a lens on how players actually experience your game. This article includes various tips to help ensure your own usability playest generates high quality, actionable data.
Categories: Game Theory & Design

Building an immersive soundscape in Shadow of the Tomb Raider - full Q&A - by Chris Kerr

8 November 2018 - 7:29am
Here's the full 5000+ world Q&A with Shadow of the Tomb Raider audio director Rob Bridgett and composer Brian D'Oliveira, digging into the tools and techniques the pair used to create a soundscape fuelled by fear.
Categories: Game Theory & Design

The Making of Cinderella VR - by Laura Tallardy

8 November 2018 - 7:28am
A dev diary for Cinderella VR, just released today. Choosing a concept, planning, learning VR & Unity, making minigames, 2D art and animation, voices, budgets, shipping, etc. Lessons learned from making an indie VR game. Sketches & screenshots too.
Categories: Game Theory & Design

The Story behind The Truth: Designing a Data Model - by Niklas Gray

8 November 2018 - 7:27am
The rationale and design goals behind the data model we use in The Machinery.
Categories: Game Theory & Design

2019 - A Commitment to A Year of Depth - by Michael Heron

7 November 2018 - 8:30am
I intend for 2019 to be a year of depth - a chance to play all those games I have bought and never even looked at. No new hobbies. No new unnecessary purchases. Just me and my Steam library in mortal combat.
Categories: Game Theory & Design

No More Tutorials! How to Convey Information Through Design - by Caleb Compton

7 November 2018 - 8:29am
If you play video games, odds are that you have slogged through countless boring tutorials. What if I told you there was a better way to teach your players than to front-load them with too much info? This article looks at how to teach through design.
Categories: Game Theory & Design

How Worldbuilding Elevates Video Games and Fandom - by Josh Bycer

7 November 2018 - 8:29am
Worldbuilding may not sound that important to videogames, but we're going to look at how three games have engaged their fans and helped to elevate their franchises.
Categories: Game Theory & Design

Cultural Concepts as Principles of Design - by Justin Reeve

7 November 2018 - 8:27am
What makes Breath of the Wild uniquely Japanese? This article examines how cultural concepts can be used to guide game design.
Categories: Game Theory & Design

Sharebait drives surge in Facebook Instant Games - by Conor O'Nolan

7 November 2018 - 8:25am
In the second half of October Facebook’s Instant games platform has seen a huge surge in users, and it’s down to one extraordinary sharebait app. OMG, from Supergene Inc. has surged from 31,000 users on October 19 to 58m daily users in just 17 days.
Categories: Game Theory & Design

Conflict0: Revolution - Designing an Intelligent Artificial Intelligence  - by Gabriel Padinha

7 November 2018 - 7:43am
This post cover through the lens of a game designer the way we created a fun to interact with Artificial Intelligence in our last turn-based strategy title.
Categories: Game Theory & Design

My Time at Telltale Games - by Larry&Brandon GDU

7 November 2018 - 7:42am
I worked QA at Telltale games during Tales from the Borderlands, Game of Thrones, and Minecraft. I was a regular QA tester, and it was my first job in the industry.
Categories: Game Theory & Design

The Psycho Tricks of the Game Designer - by Thomas Johnson

7 November 2018 - 7:14am
We are all being manipulated!
Categories: Game Theory & Design

It's time to re-think A/B testing - by Viktor Gregor

5 November 2018 - 6:53am
Using Bayesian statistic, we completely changed our approach to A/B testing. We can now test faster and get more actionable results. Instead of p-values that are so often misinterpreted we directly get the answers needed to make an informed decision.
Categories: Game Theory & Design

The process of remaking the UI art for Conflict0: Revolution - by Ricardo Bess

5 November 2018 - 6:43am
This post presents the process behind the remaking of the UI art for Conflict0:Revolution.
Categories: Game Theory & Design

PixelFest 2018, David Hernly (Starship Horizons, Mythric Mystery Master) - by Jeremy Alessi

5 November 2018 - 5:49am
David Hernly is a long-time indie game developer focused on a combination of hardware control systems and starship simulations. Somehow, his journey has taken him to the escape room space? Watch to learn more!
Categories: Game Theory & Design

Rapid XR Content Creation, from Reallusion, Pixologic and Noitom to Unity - by Gaspar Ferreiro

5 November 2018 - 5:48am
A super-fast and easy way to prototype animated characters for Unity, using Reallusion, ZBrush and other common tools.
Categories: Game Theory & Design

Multi-Platform VR takes a bold new step with the Mixed Reality Toolkit beta launch - by Simon Jackson

5 November 2018 - 5:48am
Reimaging and redeveloped from the ground up in to a true multi-platform / Multi-vr framework, the Mixed Reality Toolkit releases it's first stable beta. Enabling Mixed Reality experiences with the least amount of effort to get started.
Categories: Game Theory & Design

Life is Strange and the Power of Subplots - by Nicole Barelli

5 November 2018 - 5:47am
This article discusses the function of subplots inside the structure of a story - only by understanding it we can decide if it really improves our narrative or exists only as decoration.
Categories: Game Theory & Design

AI detecting player from vision using camera and shaders - by Kévin Drure

5 November 2018 - 5:46am
In this post I will explain how I gave my AI a real vision using a camera and a compute shader to detect player with more accuracy than ray casts.
Categories: Game Theory & Design