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Video Game Deep Cuts: Rolling The DICE For An Oregon Trail Switch - by Simon Carless

25 February 2018 - 7:52am
This week's longform highlights include Phil Spencer's speech at the DICE Summit, editorials on how the Switch is encouraging people to play games they wouldn't otherwise, & rare documents on The Oregon Trail's history.
Categories: Game Theory & Design

Taking Care of Business, 2018 - by Vince Weller

25 February 2018 - 7:13am
Random musings, assumptions, and reflections; afterword by Feargus Urquhart.
Categories: Game Theory & Design

Give The Player What They Deserve - by Ryan Darcey

25 February 2018 - 7:12am
Discussing the importance of player feedback and a practical guide towards delivering it in the most efficient way possible.
Categories: Game Theory & Design

Farlands - Systemic Crafting of Evil Islands - by Stanislav Costiuc

25 February 2018 - 7:12am
Let's talk about Evil Islands' crafting system and what makes it really unique.
Categories: Game Theory & Design

Being Indie at Taipei Game Show - by Telly Lee

25 February 2018 - 7:12am
Last month, our team had a unique opportunity to showcase our game, Salad Hunt, at Taipei Game Show. It was certainly as big as we expected, but felt completely different from shows in the US like PAX.
Categories: Game Theory & Design

Thoughts on Getting Over It - by Nikhil Murthy

25 February 2018 - 7:12am
Assorted thoughts on Getting Over It With Bennett Foddy including musings on the design, authorship, profundity and toxic masculinity of the game.
Categories: Game Theory & Design

Naoto Ohshima discusses Michael Jackson on Sonic 3 - by John Szczepaniak

23 February 2018 - 9:12am
Creator of Sonic the Hedgehog, Naoto Ohshima, reveals the plans for Michael Jackson to create music for Sonic 3. Jackson was creating the music as a human beat box! In this video Ohshima also does impressions of this "a cappella" music
Categories: Game Theory & Design

The Two Biggest Design Traps of Multiplayer Games - by Josh Bycer

23 February 2018 - 9:11am
Multiplayer is one of the most popular features requested by gamers, but today's post looks at two of the most unassuming ways for designers to mess up when implementing it.
Categories: Game Theory & Design

Why a "Flappy Bird Clone" Took More Than 7 Years to Make - by Matias Kindermann

23 February 2018 - 9:10am
The story of how a game that has absolutely nothing to do with Flappy Bird took over 7 years to make. During that long process it became known as a "Flappy Bird Clone" and we decided to not care anymore and let people play it and decide for themselves.
Categories: Game Theory & Design

The Design Job Matrix - by Michael Fitch

23 February 2018 - 9:09am
Looking for a way to tell where you are in your career progression? Try talking to your manager about their job matrix, a simple tool for defining roles and responsibilities.
Categories: Game Theory & Design

Cultist Simulator Pre-Sales: Why, What, and How Much - by ALEXIS KENNEDY

22 February 2018 - 9:40am
Why we went itch.io paid beta but not Steam Early Access, and what #4 on itch.io actually means.
Categories: Game Theory & Design

How I Started Programming (Part One of Two) - by Trent Polack

22 February 2018 - 9:40am
Part one of the Trent Polack origin story. This has absolutely no practical benefit other than hopefully providing people that want to get started in games in some form or another. But, yeah, mostly me rambling.
Categories: Game Theory & Design

VR Game Design in Recreational Dreaming: A Post-Mortem in Three Lessons - by Donald Dunbar

22 February 2018 - 2:06am
An exploration of VR design tips, tricks, & principles by the designer of Recreational Dreaming, a "sleepwalking simulator" for the HTC Vive.
Categories: Game Theory & Design

7 Effective Tips for Managing Your Remote Dev Team - by Sarah Kearns

22 February 2018 - 12:07am
With 7 little tips learn how you can effectively manage your remote dev team.
Categories: Game Theory & Design

Episodic design 2.0 - Gameplay and storytelling at its best (Part 3) - by Pascal Luban

21 February 2018 - 8:43am
In the previous part of my new feature on episodic design, I demonstrated how episodic storytelling can be adapted to a true action-laden shooter game and improve it. I will now do the same with another popular genre, open world games.
Categories: Game Theory & Design

Psych Eval - Hollow Knight - by Nathan Savant

20 February 2018 - 2:23am
A discussion of the personality of The Knight from Hollow Knight based on gameplay mechanics, and filtered through the lens of the Meyers-Briggs personality profile.
Categories: Game Theory & Design

Making Story-Driven Indie Games with No Budget - by Patrick God

20 February 2018 - 2:22am
As a one-man-army indie game developer, it can be quite intimidating to make a story-driven game. But there are simple ways to add story elements anybody can implement.
Categories: Game Theory & Design

Harvard Egyptologist discusses Assassin's Creed Origins - by Bob Whitaker

20 February 2018 - 2:09am
Historian Bob Whitaker talks with Harvard Egyptologist Peter Der Manuelian about Assassin's Creed Origins. Topics include Ptolemy, Cleopatra, Cultural Imperialism, "Blackwashing" vs. "Whitewashing," the Giza Pyramids, and tourist traps.
Categories: Game Theory & Design

How Marketing drives engagement in free to play games - by Vadim Bulatov

20 February 2018 - 2:08am
The role of marketing in free to play games is often underestimated. In the modern understanding of marketing, you need to accompany the customer after purchase and make him a loyal client and an advocate for the brand.
Categories: Game Theory & Design

How to build your marketing system - by Chris Zukowski

20 February 2018 - 2:05am
Confused as to what marketing strategy to use? This post will help you organize your tactics and form a strategy to ensure people who are interested in your game will be with you on launch day.
Categories: Game Theory & Design

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