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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

Why I Quit Playing Games To Make Them - by Christopher Smith

18 December 2017 - 6:51am
In 2016, I made a New Year's resolution and uninstalled every single game on my computer to focus on creative work. With the two year anniversary of my games purge fast approaching, I wanted to talk about what happened.
Categories: Game Theory & Design

The 3DO: The birth of my cynicism - by Keith Burgun

18 December 2017 - 6:49am
Behind every super logical sounding argument or theory, there is always some kind of emotional charge. This is especially true in media studies and criticism, I think.
Categories: Game Theory & Design

Triple-A Game Development: Turning Consumers Into Piggy Banks - by Philip Piletic

18 December 2017 - 6:49am
The gaming industry is flooded with user-unfriendly practices lately. How far those practices go are up to the consumer. At the moment, things aren't looking optimistic.
Categories: Game Theory & Design

Turning a player’s home into a nightmare - the challenges of narrative design in AR - by Sam Piggott

18 December 2017 - 6:48am
The story of a tiny mobile studio's ambitious second game: bringing an AR horror experience to iOS, and the design challenges that were met along the way.
Categories: Game Theory & Design

9 Must-Read Psychology Books For Everyone Working in Games - by Nida Ahmad

18 December 2017 - 6:48am
List of books with a psychological basis useful for those wanting to find out more about player behaviours & decision making processes. Appropriate for designers, those in business and more to help refine content and strategy, making them user centric.
Categories: Game Theory & Design

Confluence Kickstarter Postmortem - by Ethan Calabria

18 December 2017 - 6:48am
I did a Kickstarter, and it didn't succeed, but it was a one of the best experiences I've had.
Categories: Game Theory & Design

Video Game Deep Cuts: Dance, Dance Aztarac! - by Simon Carless

17 December 2017 - 8:54am
This installment of Video Game Deep Cuts includes pieces about the death and rebirth of Dance Dance Revolution, the resurrection of gorgeous vector arcade game Aztarac after its creator's death, and lots more.
Categories: Game Theory & Design

Do we even need QA at the start of a Project? - by Alex Dorans

15 December 2017 - 8:01am
When setting up a new development team for a project, at what point does QA come on board? Let's explore the case for bringing QA on board from Day 1 and the long lasting benefits that such a decision brings.
Categories: Game Theory & Design

Fixing Your Game's Perceived Slowness with Elevators - by Doug Stewart

15 December 2017 - 7:59am
When people complained about slow elevators, adding mirrors solved the problem. This article explains how to apply this same wisdom to minimizing the perceived inconvenience of load times in video games.
Categories: Game Theory & Design

Going Episodic - by Melanie Taylor

15 December 2017 - 7:58am
Turning Orwell into an episodic serial was a risky move. It had the potential to get people talking and elevate the game experience, or create an indie game "black hole". Here, we look at what went right, what went wrong, and why we're doing it all again.
Categories: Game Theory & Design

42 Problems and a Fix Ain’t One: Fixing Tokyo 42’s Camera - by Paul Kilduff-Taylor

15 December 2017 - 7:57am
I discuss how game developers should approach receiving feedback and solving problems, in the context of an attempt to address issues with Tokyo 42's camera
Categories: Game Theory & Design

Full Throttle Remastered: Curating a Classic - by Yujin Kiem

15 December 2017 - 7:36am
Striking the balance in the production of a video game remaster is tricky business. You can easily please as many fans as you disappoint. Find out what went into remastering the visuals of this classic!
Categories: Game Theory & Design

Post-Mortem: It's a Blob - by Daniel Gregory

15 December 2017 - 7:36am
This Post-Mortem is part of a assignment for a Diploma in Game Design. This Post-Mortem talks about some of the things that we encountered and how we resolved some of the issues.
Categories: Game Theory & Design

How to finish your game - 5 tips for indie developers - by Leszek Gorniak

14 December 2017 - 6:59am
In this post I will present a few hints that helped me finalize my game projects. My observations apply primarily to small, indie projects, the projects that we do in our spare time, without any significant budget.
Categories: Game Theory & Design

4 Steps to Creating a Popular eSports Title (And Getting Involved with the Sport) - by Peter Smalls

14 December 2017 - 6:58am
Thought about creating the next big eSport? Here's how.
Categories: Game Theory & Design

Indies Need a Coop - by Greg Costikyan

14 December 2017 - 6:57am
The cooperative system of business organization is >100 years old, and ideally suited to improving the prospect of indie developers.
Categories: Game Theory & Design

Gaming Without Barriers: Why we need to include Accessibility in the concept phase of game development - by Zein Okko

14 December 2017 - 6:56am
Accessibility in gaming is gaining more awareness, but there's still a long way to go. I want to share my experiences with making our game accessible and provide a few tips and links on the topic.
Categories: Game Theory & Design

Version Control Commit Comments (Aug 29th to Nov 22nd), Paralysis by Analysis - by Jake Jollimore

14 December 2017 - 6:53am
My struggles with UI design and some version control commit comments so you can see what I've been working on in a nutshell.
Categories: Game Theory & Design

Work on animation - by Konstantin Bulatov

14 December 2017 - 6:42am
We added animation to the main character and the enemy
Categories: Game Theory & Design

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