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Going Beyond Spender vs. Non-Spender: 4 User Segments Worth Targeting - by Jennifer Cho

18 July 2018 - 7:10am
Most app developers give their users a personalized monetization experience based on whether they're a spender or a non-spender. But those segments can be very limiting. Here are four new user segments to help drive better engagement an monetization.
Categories: Game Theory & Design

Who will will the race to be the dominant streaming service for games? - by Morgan Jaffit

17 July 2018 - 7:47am
Everybody wants to become the dominant player in the games subscription space - but who will be left once the dust settles, and what does that mean for developers?
Categories: Game Theory & Design

Crowdfunding and Video Games: 2018 Mid-Year Update - by Thomas Bidaux

17 July 2018 - 7:11am
A look into the performance of video games projects on Kickstarter and Fig.co
Categories: Game Theory & Design

Impactful VR for Good - by Sande Chen

16 July 2018 - 9:56am
In this article, game writer Sande Chen looks at a virtual reality experience made for social impact.
Categories: Game Theory & Design

Level Design Study: The Last of Us Part II gameplay trailer level - by Ovidiu Mantoc

16 July 2018 - 9:56am
A short study of the level from The Last of Us Part II gameplay trailer.
Categories: Game Theory & Design

The Movie and the Toy - by Caleb Compton

16 July 2018 - 9:56am
Why is it so hard to have a game with both amazing gameplay and a rich story? Is there a reason why these two aspects seem to conflict with eachother, and is there a way around it? Let's find out!
Categories: Game Theory & Design

Cultist Simulator: the retrospective - by Lottie Bevan

16 July 2018 - 7:00am
The postmortem for Alexis Kennedy's 1920s Lovecraftian card game Cultist Simulator, an indie success story for 2018.
Categories: Game Theory & Design

Composing video game music for Virtual Reality: Comfort versus performance - by Winifred Phillips

16 July 2018 - 6:59am
The 4th of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 4: Comfort versus performance, with a discussion of composition & recording methods to address the VIMS problem.
Categories: Game Theory & Design

Through Another's Eyes - How Different Players Perceive the Same Card Game - by Nicholas Kinstler

16 July 2018 - 6:58am
Though we view our games as a single item, no two people see the same game. In this article, Nicholas Kinstler explains how players can perceive the same game in different ways and provides some insight on how to account for variations in perception.
Categories: Game Theory & Design

Create Scriptable Objects with Unity - by Vivek Tank

16 July 2018 - 6:58am
The main objective of this blog post is to give you an idea about ScriptableObject in Unity.
Categories: Game Theory & Design

Sometimes making a game is part of a longer game plan! - by Murray Lorden

16 July 2018 - 6:54am
Murray Lorden takes a retrospective look at the development of his third game B-Grade Renegade, and discusses how it represents part of a longer journey towards becoming a fully operational death sta... er, game developer, making the games of his dreams.
Categories: Game Theory & Design

Sometimes the making of a game is part of a longer game plan! - by Murray Lorden

16 July 2018 - 6:54am
Murray Lorden takes a retrospective look at the development of his third game B-Grade Renegade, and discusses how it represents part of a longer journey towards becoming a fully operational death sta... er, game developer, making the games of his dreams.
Categories: Game Theory & Design

Video Game Deep Cuts: Octopath's DOS Demake - by Simon Carless

15 July 2018 - 7:22am
This week's highlights include a rounded look at Octopath Traveler, the dev making a DOS game in 2018, and the evolution of the PlayStation 1-style demake as a genre.
Categories: Game Theory & Design

11 BOSS BATTLES OF X-MORPH: DEFENSE, PART 4, JAGUAR TYPE S - by Piotr Bomak

14 July 2018 - 10:22pm
In the fourth installment of our series we share the details about the second boss the players encounter in X-Morph: Defense - the JAGUAR Type S tank.
Categories: Game Theory & Design

Ready Player One: A Game Design Analysis - by Caleb Compton

14 July 2018 - 10:22pm
A few months ago Steven Spielberg released his latest sci-fi epic, Ready Player One. While a lot can be said about this movie, in this article I specifically want to look at it from a game design perspective. Is the OASIS actually a good game?
Categories: Game Theory & Design

What we’ve learnt one year after releasing our first game on Nintendo Switch. - by Shaun Roopra

14 July 2018 - 10:22pm
A look at some of the things we’ve learnt from releasing our first game on Nintendo Switch, one year later. There may be some advice, potentially some insights into our decrepit soul and definitely lots of bad jokes.
Categories: Game Theory & Design

From New Challenger to World Warrior: Localization Considerations - by Keegan A Dillman

14 July 2018 - 10:20pm
Plan on sharing your product with a new locale? Great! Check out these suggestions from QA to make the transition as smooth as possible.
Categories: Game Theory & Design

Meeple Monthly Roundup, May 2018 - by Michael Heron

14 July 2018 - 10:20pm
Here's what we were up to in the month of May, 2018
Categories: Game Theory & Design

Multi-Tiered Horror Design With Resident Evil Remastered - by Josh Bycer

14 July 2018 - 10:20pm
While plenty of people are talking about the Resident Evil 2 Remake, I want to go back to the first Remastered and an interesting way of increasing the horror with enemy design.
Categories: Game Theory & Design

Time Manipulation in Unity - Recorded Solutions - by Stas Korotaev

14 July 2018 - 10:19pm
We wanted a way for the player to not get stuck while playing and here is how we tackled that problem...
Categories: Game Theory & Design

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