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Top Grossing and Top Downloaded Mobile Games Ratio - by Yura Yashunin

23 October 2017 - 6:32am
Does a high index of downloads correlate with high profits? And whether Top Downloaded is equal to Top Grossing or not? Let’s take a closer look.
Categories: Game Theory & Design

The Future of Gaming is Bright: Growth of High School and Collegiate eSports and Benefits to Society - by Andrew Heikkila

23 October 2017 - 6:32am
It’s only a matter of time before even more colleges and high schools bring gaming into the fold of interscholastic athletics. What this means for developers and the gaming industry is unclear, what is clear is that the future of gaming is bright.
Categories: Game Theory & Design

Softy Simness – Postmortem - by Roman Luks

23 October 2017 - 6:31am
Hi, I'm Roman. I'm a gamedev enthusiast. Currently, I am finishing up my studies at Masaryk University in Brno, Czech Republic. I chose a VR research as my Master’s thesis and this is a this is a postmortem mostly about the development and the experiment.
Categories: Game Theory & Design

Cognitive Biases to Watch Out For When Running a Games Business - by Richard Atlas

23 October 2017 - 6:30am
This post talks about some cognitive biases to avoid while making games or running a game studio, and links to some good resources about biases as well.
Categories: Game Theory & Design

Picoworld: How I saved time animating & Why I switched to Krita - by Rick Hoppmann

23 October 2017 - 6:30am
From building a real-life terrarium to ingame background graphics - and why I use Krita now to draw assets.
Categories: Game Theory & Design

Bringing Galaxy on Fire 3 to Vulkan: Stats & Summary - by Johannes Kuhlmann

23 October 2017 - 6:29am
Blog series on how we brought our game to Vulkan. This is the last post where we show performance measurements and compare implementation sizes.
Categories: Game Theory & Design

Day 31 of 100 Days of VR: Stopping The Time Score System When The Game Is Over - by Josh Chang

23 October 2017 - 6:29am
Today, we’re going to continue developing our score system by pauing time after we win or lose and stopping our player’s shooting animation and sound effects when the game is over.
Categories: Game Theory & Design

Two drunks stepped in a health bar…The JUI (Joke User Interface) Epic made in Fortnite - by Andreas Ahlborn

23 October 2017 - 6:29am
When microstransaction-based AAA games have a messy interface is this an problem or a patent?
Categories: Game Theory & Design

What Assets to Provide When Starting Your Game Trailer Production - by Donald Britt

23 October 2017 - 6:24am
Once the game trailer production project has begun and it's time to get started on the trailer, you will need to provide some things to your game trailer producer. The more you can hand over, the better the end product is going to be.
Categories: Game Theory & Design

Level Design: Do your research - Where's the toilet? - by Max Pears

23 October 2017 - 4:57am
This blog covers why research is super important and why as designers we should never skip this phase. One thing to consider as well when creating a level is where is the toilet? Originally on: Maxpears.com
Categories: Game Theory & Design

Dissecting Design -- Clive Barker's Undying and Action Horror - by Josh Bycer

23 October 2017 - 12:13am
Each week, Game Design Analyst Josh Bycer picks a game to examine in a video spotlight. In time for Halloween, it's Clive Barker's Undying.
Categories: Game Theory & Design

Video Game Deep Cuts: Single-Player, Paperclip or Chicken-Blocking? - by Simon Carless

22 October 2017 - 7:05am
This week's longform article/video highlights include the death - or not - of single-player AAA games, the clicker game paperclip-pocalypse, and some crazy specific fighting game terms.
Categories: Game Theory & Design

Translating a Game 2/3: Preparation and Tools - by Rasmus Rasmussen

20 October 2017 - 7:49am
Part 2 of 3, on what it takes to translate a video game. This part deals with getting off to a good start, preparing your strings, tools, etc.
Categories: Game Theory & Design

Day 30 of 100 Days of VR: Creating a Time Score System in Unity - by Josh Chang

20 October 2017 - 7:49am
Today, we’re going to implement a new feature into our game. In the current state of the game, after we win, that’s it, no replay value. To fix this, I’m going to implement a time score system to encourage players to beat the game as fast as they can and
Categories: Game Theory & Design

Why you Need to Understand the Business of Game Development - by Josh Bycer

20 October 2017 - 7:48am
Today's post looks at the common trap that many first time designers fall into when beginning a company: Ignoring the business side when it comes to building a video game.
Categories: Game Theory & Design

5 Tips for Finding Success as an Indie Game Developer - by Dylan Moran

20 October 2017 - 7:48am
Add online play feature it will cover the loopholes in your game and will give them quality for their money and time.
Categories: Game Theory & Design

Top 7 tips for creating a unique game character - by Herbert Llanas

20 October 2017 - 7:29am
Use the following 7 advices and you’ll be able to come up with a gorgeous, unique character before you know it.
Categories: Game Theory & Design

The Anti-Pattern of Optional Goals in Tasklists - by Nikhil Murthy

20 October 2017 - 7:24am
How optional goals and tasklists conflict with each other.
Categories: Game Theory & Design

A Pixel Perfect Adventure - Making A Lemmings Clone In Unity - by Athos Kele

20 October 2017 - 7:07am
In this blog post I'm going to talk about the process of developing a Lemmings clone in Unity. Covering topics for Pixel Perfect "Collisions", "Liquids" and dynamic level modifications.
Categories: Game Theory & Design

Designer Diary - Trailer Park Boys: Greasy Money - by David Rohrl

20 October 2017 - 1:05am
Trailer Park Boys: Greasy Money is an unusual idle game that violates many of the genre's design conventions. This is an inside account of the game's journey and the key design decisions that led to its success.
Categories: Game Theory & Design

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