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100 Days of VR: Day 17 Shooting With A Gun In Unity - by Josh Chang

2 October 2017 - 6:52am
In day 17 we're going to learn how to fire projectiles from our gun towards where our mouse is pointing to.
Categories: Game Theory & Design

Meeple Like Us, September 2017 - by Michael Heron

2 October 2017 - 6:47am
This is what's been going on in the world of Meeple Like Us in September of 2017.
Categories: Game Theory & Design

Brain in a Jar 1: Two Systems - by Mitchell Nelson

2 October 2017 - 6:47am
There are two brains, at least, in our heads. They operate as two distinct systems with different features and abilities. Well-designed games engage both systems effectively.
Categories: Game Theory & Design

Let's Talk Level Design - by Ryan Krause

2 October 2017 - 6:45am
I talk about the steps I took to create my dungeon and puzzle layout for my newest game: The Escape Exam. Learn some tips and tricks to avoid headaches for the future.
Categories: Game Theory & Design

Bringing Galaxy on Fire 3 to Vulkan: Handling Resources and Assets - by Johannes Kuhlmann

2 October 2017 - 6:44am
Blog series on how we brought our game to Vulkan. This is post 2 of 5 covering textures, shaders and graphics pipelines.
Categories: Game Theory & Design

Writing Shotgun - A Discussion On Documentation and Team Involvement! - by Meredith Hall

2 October 2017 - 6:44am
Documentation is an essential in any team based environment, not only to be a guideline but also to be the answer to any questions someone may have about the general development of the game.
Categories: Game Theory & Design

Video Game Deep Cuts: The Creative Loot Box Observer - by Simon Carless

1 October 2017 - 8:01am
Some of this week's highlights include the history of Creative Assembly, a disassembly of the loot box phenomenon, and analysis of the cyberpunk standout Observer.
Categories: Game Theory & Design

Can Cuphead’s trailer hype be reproduced by others? - by M. Joshua Cauller

29 September 2017 - 7:17am
Cuphead's trailer hype cycle goes deeper than its one of a kind style. M. Joshua looks at some of the less-recognizable strategies that pushed Studio MDHR's title at the front of people's attention.
Categories: Game Theory & Design

More Actions Than Can Be Spoken: why Adding Voice Acting Can Hurt - by Seth Bonillas

29 September 2017 - 6:23am
An exploration on how adding voice acting to a game can cause fan backlash, unintentionally set your characters personality in stone, and limit your design choices. SPOILERS for: FF7 MGS5 Fallout 4 Fallout: New Vegas and Fallout 3
Categories: Game Theory & Design

Can gaming & VR help you with combatting traumatic experiences? - by Albert van der Meer

29 September 2017 - 6:22am
Trauma affects a great many people in a variety of ways, but can gaming and VR experiences help with treating these traumatic experiences?
Categories: Game Theory & Design

Hard-Working Developer Routine: New Game Marketing - by Connor Addis

29 September 2017 - 6:22am
Making money is always hard. No matter how much effort you managed to put into your game, it won’t pay off financially unless you promote it. Even the most fantastic creation won’t make it beyond your computer if you don’t know how to sell it.
Categories: Game Theory & Design

100 Days of VR: Day 16 Using A Real Gun Model In Unity - by Josh Chang

29 September 2017 - 6:21am
Today in Day 16, we're going to get rid of our old rectangle gun to add a real gun asset. We're going to fully integrate a new gun and all of its animation effects into our game.
Categories: Game Theory & Design

Transformative Art - Adapting Games from Other Media - by Stephen Downey

29 September 2017 - 6:21am
Core principles for adapting games from other media
Categories: Game Theory & Design

What VR Needs to Evolve - by John Sutherland

28 September 2017 - 6:26am
Virtual Reality seems to have hit a plateau. But what it needs to break through to massive acceptance is as old as Aristotle. It has to realize its potential as a story form.
Categories: Game Theory & Design

Six Years of the MADE - by Alex Handy

28 September 2017 - 6:24am
The Museum of Art and Digital Entertainment celebrates 6 years open to the public, today. Here's a look at what's going on at the MADE before we celebrate 6 years this Saturday.
Categories: Game Theory & Design

The Viability of Spec Game Scripts - by Sande Chen

28 September 2017 - 6:24am
In this article, game writer Sande Chen weighs the primacy of gameplay inspiration over story, and story inspiration over gameplay, to opine on whether or not the game industry would ever accept spec game scripts.
Categories: Game Theory & Design

The Addictive Pulls of Gacha Design - by Josh Bycer

28 September 2017 - 6:24am
Gacha design has become a popular option for mobile and free to play games, and we're going to take a look at how it's as addicting as it is controversial.
Categories: Game Theory & Design

How to break into the gaming industry - by Lottie Wilson

28 September 2017 - 6:22am
Gaming is becoming a popular industry to work in: worth more than Hollywood, and bringing in approximately $60bn a year, it’s a lucrative marketplace.
Categories: Game Theory & Design

100 Days of VR: Day 15 Adding Shooting, Hit, and More Walking Sound Effects! - by Josh Chang

28 September 2017 - 6:22am
In Day 15, we're going to add more sound effects to our game from the same Asset pack we found from the Unity store the day before.
Categories: Game Theory & Design

Marketing Strategy - Part 2 - Creating a Press Kit - by Stavros Pilatis

28 September 2017 - 6:22am
Second in a three part series focused on detailing an indie marketing strategy giving actual examples of: Where to find contacts What to put in a press kit How to execute contacting the press.
Categories: Game Theory & Design

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