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How We Design Maps for Our Match-3 Game - by Plex Sona

2 April 2018 - 6:48am
Our entire team, including non-artists works on creating the map from concept to final markup. Since involving large number of people usually creates mess, we have documented the process. Obviously, it can be easily used for other game types as well.
Categories: Game Theory & Design

How We Design Maps for Our Match-3 Game - by Sona Na

2 April 2018 - 6:48am
Our entire team, including non-artists works on creating the map from concept to final markup. Since involving large number of people usually creates mess, we have documented the process. Obviously, it can be easily used for other game types as well.
Categories: Game Theory & Design

Workflow and Design Behind Creating One Game from Another in a Single Week (7DRL Postmortem) - by Josh Ge

2 April 2018 - 6:47am
Explaining my Seven-Day Roguelike development process and the reasoning behind choices made along the way. An in-depth look at the planning, UI, mechanics, content and more that went into over 80 hours spent converting one game into another.
Categories: Game Theory & Design

Olympic Dreams for eSports - by Andrew Heikkila

2 April 2018 - 6:46am
Whether or not esports will make their way into the 2024 Paris Olympics is still anybody’s guess. Nevertheless, the current year-over-year growth has lead to predictions that look good for the esports industry — Olympics or not.
Categories: Game Theory & Design

Subscription 2.0 - Will it become tomorrow’s business model? - by Pascal Luban

2 April 2018 - 3:35am
The subscription business model, and its variants, is growing fast in North America’s main economy but it is seldom used in the game industry. Let’s analyze successful implementations and assess its benefits for both publishers and development teams.
Categories: Game Theory & Design

Efficient Development - by Tuomas Erikoinen

2 April 2018 - 3:33am
I often get asked how I develop games so fast with high quality. Usually I shrug my shoulders and give an "I don't know" answer because it's half the truth, and I don't want to sound like a know-it-all fool. I'll try to put it in words.
Categories: Game Theory & Design

Encapsulated scene architecture for large teams in Unity - by Ariel Marcelo Madril

2 April 2018 - 3:33am
An example of architecture that enables a large team to work on the same scene without conflicting or overlapping work, allowing parallel development of different parts of the scene without interference between team members.
Categories: Game Theory & Design

Where C# Meets CSS: Tech Tricks From An AR Lyrics Experiment - by Jane Friedhoff

2 April 2018 - 3:32am
One woman's hacky approach to making beautiful, 3D, animated handwriting in augmented reality.
Categories: Game Theory & Design

Video Game Deep Cuts: Guns, Water & The Nintendo King - by Simon Carless

1 April 2018 - 7:17am
This week's highlights include musings on guns in games, a postmortem of Where The Water Tastes Like Wine, & a profile of a top retro YouTuber, among others.
Categories: Game Theory & Design

Working on Six Days in Fallujah - by Nathan Cheever

31 March 2018 - 10:31pm
The tactical military shooter Six Days in Fallujah was an idea too early for its time. The controversy caused it to lose funding and a dedicated team. Here's an overview of my exposure to some of the challenges.
Categories: Game Theory & Design

On the desire to give talks - by Zhiming Chen

31 March 2018 - 10:30pm
A reflection on the fears and desires I feel when it comes to giving talks about the topics I love to the game development community.
Categories: Game Theory & Design

Postmortem: Amazia, a CCG for mobile - by Sina Shahbazi

31 March 2018 - 10:27pm
A postmortem of the financial disastrous, but well-received game Amazia created for the mobile platform. Read on how a single pivot and decision in development ultimately changed the fate of the game.
Categories: Game Theory & Design

Units of Civilization - by Nikhil Murthy

31 March 2018 - 10:26pm
A breakdown of the units of Civilization.
Categories: Game Theory & Design

It's Not Me - It's You - by Red Vonix

31 March 2018 - 10:25pm
Toxic relationships don't have to just be between romantic partners as I discuss in my expose of how MidBoss treated myself as a senior level developer along with other developers and programmers. We were left broken and hating ourselves.
Categories: Game Theory & Design

How to craft visual novel trailers - by M. Joshua Cauller

31 March 2018 - 10:24pm
Visual novel trailers require a different approach than most. Still, some universal rules can help you capture the tensions of your unique game.
Categories: Game Theory & Design

A Fully-Managed Game Analytics Pipeline  - by Ben Weber

31 March 2018 - 10:23pm
A simple, serverless, and scalable data pipeline for game analytics.
Categories: Game Theory & Design

Avenues for Success and the Cost of Combat in RTS - by Brandon Casteel

31 March 2018 - 10:22pm
RTS combat is more interesting if players can be efficient along multiple vectors. If pure DPS is king, games are always going to come to who can churn out the most DPS the fastest/most consistently. Let's talk about how to subvert that.
Categories: Game Theory & Design

My Game Design Degree: A Postmortem - by Devon Wiersma

31 March 2018 - 10:22pm
A new graduate breaks down the pros and cons of attending a post-secondary school game design program, as well as advice on what students can do to prepare for the future.
Categories: Game Theory & Design

Structures of Narrative - by Gregory Pellechi

31 March 2018 - 10:21pm
Every story, regardless of medium, has a structure. Or something resembling structure. Most of the time it’s intentional, sometimes it’s an unintentional fluke, other times it’s the result of utter disregard by all parties — whether it works o
Categories: Game Theory & Design

Meeple Like Us, March 2018 - by Michael Heron

31 March 2018 - 10:21pm
This is what's been going on in the world of Meeple Like Us in March of 2018.
Categories: Game Theory & Design

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