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Updated: 21 hours 14 min ago

Mafia 3's World Fabric - by Nathan Cheever

1 June 2018 - 12:20am
Creating the city inspired by New Orleans had dozens of revisions with dozens of systems playing in the background. Here's some of its history with a few things that didn't make it.
Categories: Game Theory & Design

Echoing game's own duality in a soundtrack - by Urbain Bruno

31 May 2018 - 6:12am
Why we decided to work with two different music composers on Shift Quantum holding strong to one of our core pillar: binary conflict at the core of both our mechanic but also our black and white art style.
Categories: Game Theory & Design

Prepping a Windows 10 Computer to be a Permanent Arcade Installation - by Andy Wallace

31 May 2018 - 6:11am
A quick guide to setting up a Windows 10 computer to act as a permanent installation. Turning the computer on and off on a timer and preventing interruptions to your app.
Categories: Game Theory & Design

The Evolution of Boss Designs in Video Games - by Josh Bycer

31 May 2018 - 6:08am
Today's post looks at how designing boss fights have evolved into two distinct groups: Fixed Pattern and Random Pattern Designs.
Categories: Game Theory & Design

Statistical Analysis to Complement Casual Game Development - by Ian Andersen

31 May 2018 - 6:07am
Properly storing and analyzing statistics from a simple game can provide deep insights into how you can upgrade the mechanics of the game to improve user experience.
Categories: Game Theory & Design

Ultimate Guide to Soft Launch your Mobile Game - by Matej Lancaric

31 May 2018 - 6:05am
Soft launching allows developers to collect data, identify bugs, and receive early feedback from players. Soft launch will provide you with the opportunity to test your server infrastructure and ensure it will be able to handle the load of a global launch
Categories: Game Theory & Design

Perks of Soft-Launching your game on Itch.Io before Steam release - by Yannick Elahee

30 May 2018 - 8:47am
Prepare your final Steam release by publishing on itch.io first. It'll help you prepare and plan your true launch.
Categories: Game Theory & Design

"Demetrios" Post Mortem – The lowest budget adventure game on all gaming platforms - by Fabrice Breton

30 May 2018 - 7:21am
How a random French programmer made a 10-hours adventure game by himself and his success to make a living out of it!
Categories: Game Theory & Design

Mobile App Growth Study: Why The Angry Birds Are So Popular - by Viral Patel

30 May 2018 - 7:20am
With Angry Birds, Rovio has produced some of the most impressive mobile growth statistics in the industry – $12 billion in revenue in 2012 and an estimated $50 billion in 2017. According to Rovio, their titles received over 3.7 billion downloads!
Categories: Game Theory & Design

The Global Games Market is About to Hit $138 Billion in 2018 - by Dr. Michael Garbade

30 May 2018 - 7:11am
The global gaming industry is projected to experience a remarkable growth in the coming years. Read this article to know about this exciting development.
Categories: Game Theory & Design

How porting to the PSVita improved performance everywhere else. - by Lars Doucet

30 May 2018 - 1:00am
Porting our game to the Vita required lots of optimizations that helped all of our platforms. Read about what we did!
Categories: Game Theory & Design

Game Design Beyond Screens & Joysticks - Interface Game Design (3/5) - by Tatiana Vilela dos Santos

29 May 2018 - 9:23am
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.
Categories: Game Theory & Design

Game Design - How a Game Design Degree Can Jumpstart Your Career - by jhon arthur

29 May 2018 - 7:07am
Many have expressed an interest in becoming a Game Design professional, so in this article we explore this exciting and rapidly growing career opportunity.
Categories: Game Theory & Design

How Firewatch's UI Enhances Player Immersion - by Abhishek Iyer

29 May 2018 - 6:45am
A quick primer on video game UI and how indie darling Firewatch melds both diegetic and non-diegetic UI to serve its themes of isolation and exploration.
Categories: Game Theory & Design

"2 plus 2 but not 4" - "The clues to a great story" - by Katarina Gyllenback

28 May 2018 - 9:09am
Since the story and the gameplay are often seen as two separate elements within the game industry, this text treats from constructor´s perspective the narrative as a cognitive process in the creation of meaning behind the scenes of the story-based games.
Categories: Game Theory & Design

Far Cry 5: Thumbs up, but what’s next? - by Pascal Luban

28 May 2018 - 9:09am
Far Cry 5 is a great game and a world success but for how long can Ubisoft cash in on his open world winning formula?
Categories: Game Theory & Design

2 plus 2 but not 4 - by Katarina Gyllenback

28 May 2018 - 9:09am
Since the story and the gameplay are often seen as two separate elements within the game industry, this text treats from constructor´s perspective the narrative as a cognitive process in the creation of meaning behind the scenes of the story-based games.
Categories: Game Theory & Design

The Banner Saga: On Willpower - by Cale Plut

28 May 2018 - 9:06am
In this, the first of my posts where I'm looking at the games that I play for specific things that I as a designer can pull from, I look a bit at the mechanic of "willpower" from the banner saga, and how it fits into the game.
Categories: Game Theory & Design

Video Game Deep Cuts: Inside The Cultist Splatterhouse - by Simon Carless

28 May 2018 - 7:46am
This week's highlights include a look at the making of Cultist Simulator, behind the scenes on the relatively recent - and troubled - Splatterhouse reboot, and lots more.
Categories: Game Theory & Design

Everything Is Authored - by Gregory Pellechi

25 May 2018 - 6:48am
Procedural generation is great at short scenes. But it takes a storyteller to create a compelling narrative that runs throughout an entire game. And it's stories we remember - not graphics, mechanics or systems.
Categories: Game Theory & Design

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