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Movement Prediction - by Bartlomiej Waszak

4 November 2018 - 7:44am
The article is a deep dive into three different scenarios of movement prediction in game programming.
Categories: Game Theory & Design

Video Game Deep Cuts: Diablo's Deltarune... To The Stars? - by Simon Carless

4 November 2018 - 5:15am
This week's highlights include the top news from Blizzcon around Diablo and other devilish titles, Toby Fox's Deltarune & his radical transparency, and Marty O'Donnell talking 'The Music Of The Spheres', among many other great stories & videos.
Categories: Game Theory & Design

Never trust the client: simple techniques against cheating in multiplayer and SpatialOS - by Trond Fasteraune

2 November 2018 - 9:07am
Most cheats are easy to prevent - we run through the best techniques.
Categories: Game Theory & Design

PixelFest 2018 Jean Simonet (Skyrim, Fallout, Bomb Squad Academy) - by Jeremy Alessi

2 November 2018 - 7:21am
Jean Simonet is a AAA developer turned indie. In this talk, Jean runs a counterstrike on every piece of indie gaming advice you've ever been told.
Categories: Game Theory & Design

Kliuless? #10: Epic Dreams & Fortnitemares - by Kenneth Liu

2 November 2018 - 6:52am
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Ad Fraud in Gaming — Scalarr at Gamesforum Seattle’18 - by Yura Yashunin

2 November 2018 - 6:52am
Gamesforum is one of the biggest B2B conferences about the business of games was taking place October 23-24. The conference was full of insights from publishers, ad networks, analytics firms, marketing experts and all the other major industry players.
Categories: Game Theory & Design

My PAX Australia Indie Showcase Experience - by Tim Veletta

1 November 2018 - 6:47am
This past weekend myself along with several friends/playtesters showcased TeleBlast as part of the PAX Australia Indie Showcase. It was an absolutely unreal experience not only to have people come and enjoy the game. Here are some of the things I learned.
Categories: Game Theory & Design

Should Gaming Companies be Concerned about Addiction? - by Antonio Torres

31 October 2018 - 7:40am
The vast majority of gamers aren't addicted to their devices. However, addiction to games is possible, and that is enough to signal to game developers that they must adapt to (and maybe even educate players about) the realities of gaming.
Categories: Game Theory & Design

PixelFest 2018, Steve Hendershot (Undisputed Street Fighter) - by Jeremy Alessi

31 October 2018 - 7:38am
Street Fighter celebrated its 30th anniversary in 2017 and Steve Hendershot captured the history of the series to a depth not previously seen.
Categories: Game Theory & Design

The Alternate Reality of Red Dead Redemption 2 - by Nate Smiley

31 October 2018 - 7:11am
A fan's take on Red Dead Redemption 2 and its divisive place among modern games.
Categories: Game Theory & Design

Boyfriend Dungeon: the secrets of their email marketing strategy - by Chris Zukowski

31 October 2018 - 5:44am
Falling in love with Email Marketing: How Kitfox and their fans found love.
Categories: Game Theory & Design

The Reset Problem: A Case for Single-player Matchmaking - by Fabian Fischer

30 October 2018 - 8:12am
Match-based single-player games have an inherent efficiency advantage over more linear formats. However, this advantage is threatened by a specific design problem that frequently occurs in those kinds of games and yet is rarely talked about explicitly.
Categories: Game Theory & Design

At Meaningful Play: The Midwest - by Mars Ashton

30 October 2018 - 7:24am
Explore the Midwest's development scene through a retrospective look at years of attending and organizing community-oriented events.
Categories: Game Theory & Design

I made a Halloween VR game and I'm not happy with it. And that's okay. - by Josh Marinacci

30 October 2018 - 7:23am
According to the design doc I wrote, I have finished my Halloween game. All of the features are complete, so why aren't I happy with it?
Categories: Game Theory & Design

Developing Video Games That Get Players Off the Couch - by Antonio Torres

30 October 2018 - 7:20am
Active gaming titles should not be developed as a replacement for exercise or fitness activities; they should be developed for the purpose of making them fun and engaging.
Categories: Game Theory & Design

PixelFest 2018, Grant Shonkwiler of Fortnite, Doom, and Rage (Video) - by Jeremy Alessi

30 October 2018 - 7:16am
From PixelFest 2018 Developer Day in Norfolk, VA. Grant Shonkwiler discusses his journey from producing small mobile titles to delivering massive AAA hits and beyond.
Categories: Game Theory & Design

The Three Factors of Effective Horror Design - by Josh Bycer

30 October 2018 - 7:15am
Horror can be a tough genre to design around, but there are three elements that must be present if you want to get a scare out of the player.
Categories: Game Theory & Design

Video Game Deep Cuts: Killing Sims, Redeeming Deus Ex's Tools - by Simon Carless

29 October 2018 - 9:44am
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.
Categories: Game Theory & Design

Persuasive UX: 5 Ways to use power of daily routines - by Om Tandon

29 October 2018 - 8:16am
"Daily Routine" features that bring players repeatedly back to games are fast becoming a trend, in this post a close look at the Persuasive UX principles that Game & UX designers use to intrinsically motivate players to keep coming back for more!
Categories: Game Theory & Design

Lessons learned in game art production - Part II - by Ricardo Bess

29 October 2018 - 7:39am
This article sums my experience in the production of two tiles: Conflict0:Shattered and Dead Body Falls. The article is divided in two parts and this is part II.
Categories: Game Theory & Design

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