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Why We Need Quality Control Standards for Digital Stores - by Josh Bycer

23 August 2017 - 6:58am
With the number of games being released still increasing, I want to talk about a serious concern and debate regarding how digital stores market games.
Categories: Game Theory & Design

From Wireless To Slip Rings: 5 Zany Videogame Patents - by James Dalzell

23 August 2017 - 6:54am
Wii Remotes and Kinect aside, video game controllers remain the same. Do a little digging through Google Patents, however, and you'll find the way we control video games today could have been just a little zanier.
Categories: Game Theory & Design

Maximize revenue and minimize risk with hyper-casual games - by Johannes Heinze

23 August 2017 - 6:54am
It’s never a one-size fits all, but here are a few ways to increase your chances of monetizing your mobile game.
Categories: Game Theory & Design

What the heck is a “soft launch”? - by Antti Kananen

22 August 2017 - 7:17am
Thoughts and information about Soft Launching mobile games. Read more what Koukoi Games thinks about the topic here.
Categories: Game Theory & Design

What the heck is a “soft launch”? - by Antti Kananen

22 August 2017 - 7:17am
Thoughts and information about Soft Launching mobile games. Read more what Koukoi Games thinks about the topic here.
Categories: Game Theory & Design

Twine and Game Development in the History Classroom - by Bob Whitaker

22 August 2017 - 7:11am
History teachers Bob Whitaker, John Harney, and Jeremiah McCall talk about using Twine and other game development tools for history classes. Topics include student made games, the development process with history students, and accessibility.
Categories: Game Theory & Design

Why Video Game Developers Don't Want To Hear Your Great Idea - by Dylan Moran

22 August 2017 - 7:11am
Game developer doesn’t necessarily mean that it’s a bad one. It mean that they came up with it already and scrapped it.
Categories: Game Theory & Design

Twine and Game Development in the History Classroom - by Bob Whitaker

22 August 2017 - 7:11am
History teachers Bob Whitaker, John Harney, and Jeremiah McCall talk about using Twine and other game development tools for history classes. Topics include student made games, the development process with history students, and accessibility.
Categories: Game Theory & Design

Why Video Game Developers Don't Want To Hear Your Great Idea - by Dylan Moran

22 August 2017 - 7:11am
Game developer doesn’t necessarily mean that it’s a bad one. It mean that they came up with it already and scrapped it.
Categories: Game Theory & Design

The Biases of Review Copies - by Michael Heron

22 August 2017 - 7:10am
Review copies are a bone of contention when it comes to evaluating the perceived bias of reviews. Here's the Meeple Like Us take.
Categories: Game Theory & Design

The Biases of Review Copies - by Michael Heron

22 August 2017 - 7:10am
Review copies are a bone of contention when it comes to evaluating the perceived bias of reviews. Here's the Meeple Like Us take.
Categories: Game Theory & Design

Surface Shaders for the Recently Deceased - by Samantha Stahlke

22 August 2017 - 7:09am
In this post, we'll look at creating a custom surface shader that uses normal mapping, emission, rimlighting, and depth pre-pass to create a ghostly character effect.
Categories: Game Theory & Design

Dynamic comic-book composition - by Joseph Humfrey

22 August 2017 - 7:07am
Automatic speech bubble positioning in inkle's 3d adventure Heaven's Vault.
Categories: Game Theory & Design

Dynamic comic-book composition - by Joseph Humfrey

22 August 2017 - 7:07am
Automatic speech bubble positioning in inkle's 3d adventure Heaven's Vault.
Categories: Game Theory & Design

Dynamic Pricing, Personalized Offers, and Modern Gaming - by William Grosso

22 August 2017 - 7:05am
This article is an extended discussion of the recent uproar around randomized price-points in Zynga’s CSR 2 and a survey of how prevalent sophisticated data-driven merchandising techniques already are in mobile gaming.
Categories: Game Theory & Design

Dynamic Pricing, Personalized Offers, and Modern Gaming - by William Grosso

22 August 2017 - 7:05am
This article is an extended discussion of the recent uproar around randomized price-points in Zynga’s CSR 2 and a survey of how prevalent sophisticated data-driven merchandising techniques already are in mobile gaming.
Categories: Game Theory & Design

Just Tell Me What It Costs - in Dollars! Rejecting Obfuscated Monetization - by Ethan Einhorn

22 August 2017 - 7:05am
Deciding to reject hard currency, gacha, and loot crates in favor of transparent monetization.
Categories: Game Theory & Design

Slowbot Post Mortem - by Levi Smith

22 August 2017 - 7:04am
Slowbot was a game created for the Ludum Dare 48 hour game development competition. This article explains the process used for creating the game.
Categories: Game Theory & Design

Learn how to make turn-based battles from Persona 5 - by Michele Papucci

22 August 2017 - 7:02am
Let's analyze the Persona 5 combat system and how it's versatility enable the game to keep every battles fresh and fun even after 100+ hours of gameplay.
Categories: Game Theory & Design

What went wrong with our game in the Band Name Jam - by Kevin Mai

22 August 2017 - 7:02am
I participated in my second game jam after winning my first ever. The game we made did not do as well as I thought and this is what I think made it so.
Categories: Game Theory & Design

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