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Don’t Rush Your A/B Test! - by Valeriia Saitova

22 August 2017 - 6:54am
You've probably used A/B testing at least once. It’s a powerful tool, allowing you to check various hypotheses with data before introducing any changes to the entire game’s user base. Sounds pretty straightforward -- could anything go wrong?
Categories: Game Theory & Design

Indie VR Programming - Six Simple Tips - by Meredith Hall

22 August 2017 - 6:54am
A quick summary of some different things to keep in mind when working in virtual reality (and in an indie studio!)
Categories: Game Theory & Design

Video Game Deep Cuts: Vectoring In On The Hellblade Observer - by Simon Carless

20 August 2017 - 8:07am
This week's articles/video highlights include multiple features on Ninja Theory's Hellblade, the enduring micro-indieness of Vector Unit & the cyberpunk strangeness of Observer.
Categories: Game Theory & Design

Video Game Deep Cuts: Vectoring In On The Hellblade Observer - by Simon Carless

20 August 2017 - 8:07am
This week's articles/video highlights include multiple features on Ninja Theory's Hellblade, the enduring micro-indieness of Vector Unit & the cyberpunk strangeness of Observer.
Categories: Game Theory & Design

Can your game have too many choices? - by Sita Vriend

18 August 2017 - 7:56am
Narrowing down your options is getting more difficult in this day and age. This is exactly what choice overload is about: there is just too much to choose from. 
Categories: Game Theory & Design

Top IOS & Android Mobile Game Development Tools - by Dylan Moran

18 August 2017 - 7:54am
The first of these is Unreal Engine 3; which comes with unrestricted access to Unreal Editor Suite, C++ source code, and direct support from the engineering team.
Categories: Game Theory & Design

Nintendo Silliness - by Vitor Bulbovas

18 August 2017 - 7:54am
Today talking about the way Nintendo tackles the international market.
Categories: Game Theory & Design

How to protect your video game trademark - by Zachary Strebeck

18 August 2017 - 7:53am
Once you’ve named your game and registered your video game trademark, it’s time to start protecting that mark. If not, you may end up losing your rights.
Categories: Game Theory & Design

Proven and Time Tested Ways to Increase Revenue for Your Game App - by Bharat Mamtora

18 August 2017 - 7:52am
Increase Revenue of Your Game App. Key Performance Indicator (KPI) to boost revenue. Discount has always come out as lucrative. Player vs Player, the new mantra of engagement. No mistakes at game launch.
Categories: Game Theory & Design

The Blank Canvas - by David Cardenas

18 August 2017 - 7:10am
The first blog in a series on finding commercial success for your game. This blog covers how creating boundaries can create focus and can actually allow creativity to flow.
Categories: Game Theory & Design

Applying Data Science to Understand Your Players - by Adam Fletcher

17 August 2017 - 9:35am
How can you best use data science to maximize the success of your game? Adam Fletcher of Gyroscope Software gives an overview of what data science is, why you should use data science, how to use it, and some techniques you can apply to your game.
Categories: Game Theory & Design

The power of a group - by Sita Vriend

17 August 2017 - 9:19am
You might not think about it, but groups are very powerful. They can change your behavior and the way you think. Groups can even make you do things you wouldn’t normally do.
Categories: Game Theory & Design

Defining Depth in Game Design - by Josh Bycer

17 August 2017 - 9:13am
"Depth" in video games is often confused with complexity, but in this post I want to talk about the difference between the two in relation to game design.
Categories: Game Theory & Design

Star Citizen Has a Huge Development Cost Problem - by Matt Brady

17 August 2017 - 9:12am
In part one of this three part series, I take a close look at Star Citizen and project out development costs by comparing it to another ambitious project, GTA V.
Categories: Game Theory & Design

Full Steam Ahead: Bringing Tiny Rails to PC - by Glenn Stanway

17 August 2017 - 9:12am
In early 2017, Tiny Titan Studios decided to bring its mobile title "Tiny Rails" to Steam. Producer Glenn Stanway explores the process and challenges in bringing an Android/iOS game to PC and Mac.
Categories: Game Theory & Design

In Case of Emergency, Make Burrito Bison 3 - by Yowan Langlais

17 August 2017 - 9:09am
We broke the glass to get our secret weapon. Here's why and how we made Burrito Bison: Launcha Libre!
Categories: Game Theory & Design

Making a game to make a game; It's like Kickstarter, but with more explosions. - by Simon Lachance

17 August 2017 - 9:09am
[TL;DR We made a clicker game to support the studio financially and use it as a platform to keep 100k+ players updated about what's going on at Berzerk's. It's like a Kickstarter, but with more explosion]
Categories: Game Theory & Design

Goals of the Game - by Antti Kananen

17 August 2017 - 9:07am
Blog post about players' goals defined by developers for mobile games.
Categories: Game Theory & Design

A new indie, a story of love, art and harmony - by Amirhossein Erfani

17 August 2017 - 9:06am
Story of a new Indie adventure Art-game "Lona: Realm of colors", about an artist trapped in her art. A story of love, chaos, darkness and artistic harmony.
Categories: Game Theory & Design

A Gentle Introduction To Steamworks - by Kyle Kukshtel

17 August 2017 - 9:00am
If you're just getting started with trying to implement Steam into your Unity game, it can be hard to know where to look. Here's a guide to easily get up and running with Steamworks in your Unity/C# game using the Facepunch.Steamworks library.
Categories: Game Theory & Design

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