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Real-Time Dynamic Cover System for Unreal Engine 4 - by David Nadaski

12 March 2018 - 7:12am
Create a robust cover system in Unreal Engine 4 (UE4) that updates itself at real-time, responds to dynamic changes in the environment, uses multi-threading to parallelize computation and octrees to store data. Works with any kind of game.
Categories: Game Theory & Design

Trump may want to regulate violent games, but can he? - by Scott Kimsey

12 March 2018 - 7:12am
In the wake of the Parkland, Florida shooting, President Trump has called for a summit on violent video games. But the First Amendment protections enjoyed by video games means he and his conservative allies are likely wasting their time.
Categories: Game Theory & Design

Video Game Deep Cuts: A Jump Scare Soda Machine - by Simon Carless

11 March 2018 - 7:30am
This week's best longform articles & videos include devs on the effectiveness of jump scares in horror game, a unique in-game soda machine documenting project, and lots more.
Categories: Game Theory & Design

Bridging PC & PS4 - The Guns of Icarus Alliance Cross-platform Journey - by Howard Tsao

8 March 2018 - 6:19am
The process and challenges of taking Guns of Icarus from PC and Steam to PS4 and making seamless cross-platform play with voice chat a reality.
Categories: Game Theory & Design

Monetizing fan-made content: let's make it fair - by Thibault LOUIS LUCAS

8 March 2018 - 6:19am
We’re now entering an era of user-generated content. However, it doesn't seem fair creators in the game just stay players. We propose the Fair Game concept, which rewards players' talent with the money by making ourselves the editor of the game!
Categories: Game Theory & Design

Play(test)ing Paper Prototype - by Oleksandr Tkachenko

8 March 2018 - 6:18am
How we tested early prototypes of our digital card game and what we have learned.
Categories: Game Theory & Design

Game accessibility quotes of 2017 - by Ian Hamilton

8 March 2018 - 6:18am
2017 was yet another bumper year for accessibility, with ever more people saying all kinds of inspiring and thought provoking things about accessibility. Here are a few of my favourites.
Categories: Game Theory & Design

The Problem with Classifying Games as RPGs - by Robert Longest

8 March 2018 - 6:17am
RPG (Role Playing Game) is a term used by almost every “gamer” and industry marketing team. I will attempt to clarify the problem the industry has in using the term RPG to define a digital game.
Categories: Game Theory & Design

Is a Crowdfunding Campaign the right option for your game? - by tushar grover

8 March 2018 - 6:16am
here we discuss how you can crowdfund your game for its production and success when you don't have the initial capital for its production and marketing.
Categories: Game Theory & Design

Zelda: BotW, How to explore an open world - by Sinan Ozer

7 March 2018 - 6:37am
Guiding the player while staying true the ideals of the open world in Zelda: Breath of the Wild
Categories: Game Theory & Design

Game Design: Introducing Mechanics - by Max Pears

7 March 2018 - 6:33am
Originally posted 80lvl: https://80.lv/articles/game-design-introducing-mechanics/ I break down how devs introduce mechanics, looking into some of the common mistakes made and how to improve upon them.
Categories: Game Theory & Design

How to Build a Twitch Following: Twitch Is Hard, Yo! - by Michelle Shaw

6 March 2018 - 7:07am
Large Twitch followings don't just happen on their own -- it takes a lot of (complicated) work! Kongregate's Senior Brand Marketing Manager Michelle Shaw breaks down all the nitty-gritty details of building a prominent Twitch presence.
Categories: Game Theory & Design

How to learn who your audience is - by Chris Zukowski

6 March 2018 - 7:07am
Do you know who is buying your games? What do they like and dislike about your games? Where do they spend time online? If you have no clue, you should try to get to know the people that are giving you their hard-earned money.
Categories: Game Theory & Design

A Look Back at Spacebase DF-9 - by Josh Bycer

6 March 2018 - 7:07am
For this video, Game Design Analyst Josh Bycer looked back at Spacebase DF-9 and the lessons learned about how to handle early access development and scope.
Categories: Game Theory & Design

Approaching Game Design for Facebook Instant Games - by Adam Telfer

6 March 2018 - 7:06am
A deep dive into Chatterbox Games' experience designing for Facebook Instant Messenger games over the last year. What the best practices are, and how to drive strong engagement from players.
Categories: Game Theory & Design

The Subjective Shot – Storytelling & The First Person - by Richard Hamer

6 March 2018 - 7:02am
Taking in learnings from both film and literature theory, this piece seeks to explore if there is an inherent tension between the persistent first-person perspective, and telling complex and sophisticated stories.
Categories: Game Theory & Design

War Hammer | The AI of Total War (Part 5) - by Tommy Thompson

5 March 2018 - 7:35am
In part 5 of my series on Total War, I look at the modern-day combat systems and specifically the Siege AI subsystem in 2016's Total War: Warhammer.
Categories: Game Theory & Design

BB33K: how to design a small and short game - by Ilya Chentsov

5 March 2018 - 7:33am
When I set out to make a single-level game based on a picture from an old gaming magazine, I soon found out that there are 4 principles I have to follow to make it more exciting.
Categories: Game Theory & Design

“Возвращение в замок злого &...

5 March 2018 - 7:33am
When I set out to make a single-level game based on a picture from an old gaming magazine, I soon found out that there are 4 principles I have to follow to make it more exciting.
Categories: Game Theory & Design

Same World, New Perspective - Drones & Ruins Developer Thoughts - by Isaac Nichols

5 March 2018 - 7:27am
Developer of Drone Zero Gravity thoughts comparing his last game to his new game. Same world, new perspective.
Categories: Game Theory & Design

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