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Generating World Maps for Unexpored 2 - by Joris Dormans

5 July 2019 - 8:09am
Find out how we used two different resolution Voronoi diagrams to generate world maps in a way that optimizes gameplay opportunities and makes it fun to simply read the maps.
Categories: Game Theory & Design

Why isn’t Academia:School Simulator selling as well as other games? - by Ryan Sumo

5 July 2019 - 8:06am
I explore why Academia : School Simulator might not be doing well compared to other similar games. It turns out theme/genre fit might be our biggest problem.
Categories: Game Theory & Design

How to Get the Most Out of Discord - by Jared Neal

3 July 2019 - 9:00am
Former Discord QA Engineer explains how to build your superfan base with some simple tips from Modus Indie Access.
Categories: Game Theory & Design

Alto's Adventure: Case Study - by Bencin Studios

3 July 2019 - 8:23am
case study of mobile game development, we will be discussing Alto’s adventure, a popular iOS and Android game released by the indie game company, Snowman. We will be looking at its gameplay, monetization, user retention strategies, and its estimated cos
Categories: Game Theory & Design

Finding the Fun: Archero Part 1 - Gameplay - by Scott Fine

3 July 2019 - 8:21am
This is part one of a three-part series on Archero, a mobile roguelite. This week we’ll focus on the moment to moment gameplay, and how this contributes to a fun experience in the short term.
Categories: Game Theory & Design

Deep Management #2: Genealogical Decision Analysis and Game Post-Mortems - by John Bible

3 July 2019 - 8:19am
As commonly performed, post-mortems provide value but don't dig as deeply as they could into root causes. Here, we discuss techniques that situate us in the position of the decision-maker to better grasp actual reality and avoid the hindsight bias.
Categories: Game Theory & Design

Empathy and VR Refugees - by Sande Chen

3 July 2019 - 8:18am
In this article, game writer Sande Chen discusses how the VR experience impacts empathetic responses.
Categories: Game Theory & Design

Optimizing Project Hospital - by Jan Benes

2 July 2019 - 8:04am
Getting a tycoon game with a lot of complex mechanics running well is a long process - let's have a look at some examples and tricks used in Project Hospital.
Categories: Game Theory & Design

E3 2019: The cloud is gaming’s new frontier - by Rob Dagwell

2 July 2019 - 7:58am
The details of Google’s Stadia platform which were released ahead of this year’s E3, set the scene for another instalment of gaming’s biggest gathering. Here are some of the key things we took away from the conference.
Categories: Game Theory & Design

MVP Like Nintendo in 1980 - by Janessa Olson

2 July 2019 - 7:55am
How one of Nintendo's least-known Minimum Viable Products shaped the history of handheld gaming.
Categories: Game Theory & Design

The Freelancer’s Dilemma - by Dan Crislip

2 July 2019 - 7:47am
When should you turn down a freelancing gig? SkewSound shares their experiences on ways to vet potential clients so that you're informed when deciding to accept or decline a contract opportunity.
Categories: Game Theory & Design

Way of Rhea's Entity System - by Mason Remaley

2 July 2019 - 7:44am
Trade-offs made in the design of Way of Rhea's entity system.
Categories: Game Theory & Design

DunkRatz Design Blog: Path to the Cheese Cannon - by Ozzie Smith

2 July 2019 - 7:43am
DunkRatz is local multiplayer game where players controls rats that fight over cheese to feed to their team's giant baby. But if the babies can be picked up and thrown the arena just like the cheese, what's the best way to respawn the cheese?
Categories: Game Theory & Design

Historians discuss Total War: Three Kingdoms - by Bob Whitaker

1 July 2019 - 7:46am
Historians John Harney and Maggie Greene discuss Creative Assembly's latest Total War title, Three Kingdoms. Topics include the Three Kingdoms period, Confucianism, and Chinese literature and cultural history.
Categories: Game Theory & Design

The Big Question about Loot Boxes and Gambling - by Lucy Palmer

1 July 2019 - 7:46am
The core difference between loot boxes and "Kinde Eggs" should be a simple one but looking at the scientific case and UK's stance on the issue proves the controversial matter far more complicated than one would expect.
Categories: Game Theory & Design

Designing for short and long term fun - by James Kay

1 July 2019 - 7:45am
A simple design roadmap to ensure long-term enjoyment in Piczle Cross Adventures.
Categories: Game Theory & Design

Charting Through Pacing of Uncharted 2. Part 2 - Narrative Techniques - by Stanislav Costiuc

1 July 2019 - 7:35am
Uncharted 2 has some of the most exceptional pacing in action/adventure video games. Let's take a look at what that means and how the game achieves it.
Categories: Game Theory & Design

Run, Jump and Climb: Designing Fun Movement in Games - by Caleb Compton

1 July 2019 - 7:35am
Moving a character is so common in games that players and designers often take it for granted. However, while it can be tempting to use the default movement options in a game engine, designing great movement can make simply controlling a character fun
Categories: Game Theory & Design

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