Subscribe to Blogs feed
Gamasutra Blogs
Updated: 54 min 13 sec ago

Hitboxes and Hurtboxes in Unity - by Nahuel Gladstein

14 May 2018 - 7:26am
What are Hitboxes and Hurtboxes? aren't they the same? and how do we implement them in Unity?
Categories: Game Theory & Design

Video Game Deep Cuts: One Hour, One Frostpunk - by Simon Carless

13 May 2018 - 7:23am
This week's game writing, audio & video highlights include a podcast with Jason Rohrer on One Hour One Life, as well as analysis of the acclaimed Frostpunk and lots more besides.
Categories: Game Theory & Design

A Study Into Video Game Replayability -- The Multiplayer Connection - by Josh Bycer

11 May 2018 - 7:12am
For our next part on replayability in video games, it's time to talk about why multiplayer is such a requested feature among gamers.
Categories: Game Theory & Design

Blockchain – The Game Changer in the Gaming Industry - by Eswar Jabba

11 May 2018 - 7:03am
Blockchain has been revolutionising many industries across the world and Gaming has already jumped on the bandwagon. Now the trend is Blockchain Gaming. The present article is a detailed account of the next big thing in the gaming industry and the way it
Categories: Game Theory & Design

The mobile ad format conundrum - by Ignasi Prat

10 May 2018 - 7:16am
Ignasi Prat, CMO at mobile monetisation company Tappx, explores the current and future worlds of mobile ad formats.
Categories: Game Theory & Design

Podcast: IGDA GDSIG Mentor AMA Game Writing - by Sande Chen

10 May 2018 - 7:15am
The 3rd IGDA Game Design SIG AMA in conjunction with the National STEM Challenge focused on game writing and featured game development questions from mentors and students from around the United States.
Categories: Game Theory & Design

A Study Into Video Game Replayability -- Item Generation - by Josh Bycer

10 May 2018 - 7:15am
For the next part on my series looking at replayability, we're talking about how loot tables and item pools can keep things from growing stale.
Categories: Game Theory & Design

Welcome to QA, you’ll go far if you leave soon - by Alex Dorans

10 May 2018 - 7:14am
A view into how fellow professionals assumptions about QA as a career is damaging and how we can change that.
Categories: Game Theory & Design

Translation studies, some notes on a semi-formal design approach - by Pippin Barr

10 May 2018 - 12:10am
Translating from one medium into a game form is an interesting way to think about game design, particularly how we use it to express our ideas. Here are some notes on that process.
Categories: Game Theory & Design

How we increased the review score from mid 60’s to 80, and was it worth it? - by Bendik Stang

9 May 2018 - 10:26pm
Cut your losses and move on! We have all heard it. So you did not make a perfect game. Make a new one! Get over it! The following is the story of another way.
Categories: Game Theory & Design

Semi-Procedural World Generation and Rendering in Edge Of Eternity (Part I) - by ZELER-MAURY Jeremy

9 May 2018 - 4:51am
How we created a GPU based semi-procedural terrain and vegetation system with Unity to fit the need of our openworld game
Categories: Game Theory & Design

Coffee Crisis: Why This Pittsburgh Alien-Brew Wants a Shot of PC, Xbox One. - by Sean Braganza

9 May 2018 - 4:48am
A quick overview of the features that sets Coffee Crisis' PC and Xbox One ports apart from the original Sega Genesis/Mega Drive editions.
Categories: Game Theory & Design

A Puzzling Endeavor: My Thoughts on the Design of Puzzles in Games - by Caleb Compton

8 May 2018 - 7:53am
The world of puzzles in games is a vast one, and the possibilities for puzzle designs is nearly endless. However, there are a number of mistakes I see over and over. Today, I talk about some of these mistakes, and how to avoid them in designs.
Categories: Game Theory & Design

Shooting a Moving Target - by Scott Lembcke

8 May 2018 - 6:47am
When shooting a projectile at a moving target, you need to aim ahead so that the target will move into the cross hairs just as the bullet reaches it. Learn to calculate it for an aiming reticle or AI control.
Categories: Game Theory & Design

Level-up as a Game Designer by improving your technical skills - by Karl Morley

8 May 2018 - 6:45am
Game Designers that possess technical skills are in increasingly higher demand from game studios. In this blog post I explain why I encourage every Game Designer, including those seeking their first Game Design role, to develop their technical skills.
Categories: Game Theory & Design

Come On and Slam, and Welcome to the Jam! - by Josh Schonstal

8 May 2018 - 6:44am
Game jams are game development distilled into its purest form and are a wonderful thing.
Categories: Game Theory & Design

The first year as an Indie - Missing Fish Games - by Arturo Salazar Lois

8 May 2018 - 6:43am
This post provides a brief history of the indie group Missing Fish Games. It's purpose is to highlight the journey of four recent graduates who banded together to continue working while breaking into the industry.
Categories: Game Theory & Design

An Analysis of Building in Fortnite - by Samuel Van Cise

8 May 2018 - 6:42am
In the wake of the meteoric rise of Fortnite, many people ask how it compares to PUBG, the extremely popular predecessor in the battle royale genre. I will attempt to analyze how the building mechanics play a role in Fortnite.
Categories: Game Theory & Design

Shadow of the Tomb Raider and the risk of making an introspective AAA game - by Bryant Francis

8 May 2018 - 1:41am
Shadow of the Tomb Raider wants to help players dive into Lara Croft's character, but its developers say it's not commentary. How do developers sell emotionally risky games to the world?
Categories: Game Theory & Design

Recalling the Leviathan Axe - by Vince Napoli

8 May 2018 - 12:58am
An in-depth look at how the Axe Recall mechanic was built in God of War.
Categories: Game Theory & Design