Subscribe to Blogs feed
Gamasutra Blogs
Updated: 10 hours 51 min ago

Space, Place, and the Art of Designing Deep Levels - by Justin Reeve

10 September 2018 - 6:43am
Ever wondered what powers environmental storytelling? Placemaking. This article takes a look at how the process of placemaking can be used to help design deep video game levels.
Categories: Game Theory & Design

The challenges and opportunities of designing a game without words – the case of My Brother Rabbit by Artifex Mundi - by Daniel Gizicki

10 September 2018 - 6:36am
Lead Artist Łukasz Sałata and Chief Game Designer Daniel Gizicki talk about the of My Brother Rabbit and share with fellow developers the process and challenges of creating a game that has no verbal communication.
Categories: Game Theory & Design

Video Game Deep Cuts: Putting The AR in Artifact? - by Simon Carless

9 September 2018 - 7:30am
This week's highlights include an article about Facebook Messenger's AR microgames, a detailed look at Valve's upcoming Artifact card game, & lots more besides.
Categories: Game Theory & Design

2D Procedural Generation In Unity With ScriptableObjects - by Matt Mirrorfish

7 September 2018 - 8:20am
How I used ScriptableObjects in Unity to build my flexible 2D Procedural Generation tool called Strata. Strata allows for the generation of varied 2D levels composed of a mix of hand-authored and generated content using Tilemaps.
Categories: Game Theory & Design

Causes Of Conflict - by Gregory Pellechi

7 September 2018 - 8:19am
Stories, drama, change — all are about conflict. Either causing it or remedying it. Here we'll explore the roots of conflict in order to improve your game's storytelling or maybe help resolve some issues within your team.
Categories: Game Theory & Design

gamescom 2018: media coverage analysis - by Thomas Bidaux

7 September 2018 - 8:17am
A look into the media coverage of the latest gamescom.
Categories: Game Theory & Design

Artificial intelligence in the Gambling Industry - by Daniel Sinoca

7 September 2018 - 8:16am
Artificial Intelligence has absorbed nearly all aspects of the modern life. Every day we benefit from its advantages in modern technology and various complex instruments.
Categories: Game Theory & Design

A Game Jam Postmortem + Tips for Unreal Engine 4 Beginners - by Divij Sood

6 September 2018 - 7:21am
After my first "real" experience using Unreal Engine 4 during the UE4 Spring Jam, I wrote this article as a collection of tips for beginners, in the form of a Game Jam postmortem. Beginners might find some helpful and non-generic tips here.
Categories: Game Theory & Design

My experience at PAX West with Indie MEGABOOTH and why it was totally worth it. - by Ross Przybylski

6 September 2018 - 6:24am
Like a dream, the encounters of Indie MEGABOOTH flow naturally together in a series of meaningful, interconnected events that provide much needed validation for the risk and sacrifices of indie devs.
Categories: Game Theory & Design

How Free to Play Design Runs out of Steam - by Josh Bycer

6 September 2018 - 6:21am
Today's post looks at how one of the biggest strengths of Free to Play design can come back to hurt the game when it comes to retaining players over the long term.
Categories: Game Theory & Design

Leadwerks Software to Provide VR Services to NASA - by Josh Klint

6 September 2018 - 6:20am
Today I am pleased to announce I have signed a contract to put our virtual reality expertise to work for NASA. In the future I plan to use our new technology to provide services for aerospace, defense, manufacturing, and serious games.
Categories: Game Theory & Design

Primal Instinct | Companion AI in Far Cry Primal - by Tommy Thompson

6 September 2018 - 6:19am
Far Cry Primal introduces a taming mechanic that allows players to use wildlife as an assisting character. In this piece I explain how this was designed and implemented.
Categories: Game Theory & Design

QA and our flirtation with Programming - by Alex Dorans

6 September 2018 - 6:19am
Job specifications for Gameplay QA Testers are increasingly asking for programming experience. How does this impact our core QA teams? What skills are we missing out on?
Categories: Game Theory & Design

Is GTA5 a glaring example of what is wrong with the gaming Industry? - by Pradeep Parthiban

5 September 2018 - 7:36am
As an industry icon, Rockstar has enjoyed success in the gaming industry. The ones who are responsible for the highest money making single entertainment product on earth, GTA V.  And therein lays the paradox of games development in 2018.
Categories: Game Theory & Design

BUSINESS SUSTAINABILITY: Best Practise Guidelines - by Krzysztof Solarski

5 September 2018 - 1:23am
Promoting sustainable business practises is a key issue for the International Game Developers Association. This white paper aims to provide practical tips for sustainable management—featuring a series of points that have immediately actionable value.
Categories: Game Theory & Design

A new notice from China’s Ministry of Education, and its impact on games - by Lisa Hanson

4 September 2018 - 7:36am
On August 30th, China's Ministry of Education issued a notice aimed at preventing myopia among minors. The notice was issued because the increase in gaming and internet may be leading to higher rates of myopia. This may have a significant impact on games.
Categories: Game Theory & Design

Skellige’s Costly Landscape - by Justin Reeve

4 September 2018 - 7:34am
Why do so many open worlds feel artificial? This article dives into how landscape archaeology can be used to inform open-world level design.
Categories: Game Theory & Design

Building a mod toolkit for Edge Of Eternity - by ZELER-MAURY Jeremy

4 September 2018 - 7:33am
From great tools come great creativity, this is our motto to create a modkit that will push the community forward into creating new awesome content for Edge Of Eternity
Categories: Game Theory & Design

A Practical Use for Recursion in Game Development - by Harold Bowman-Trayford

4 September 2018 - 7:31am
Recursion is supposed to be a powerful development technique, but not only is it a challenge to write and debug, but finding practical examples of when it can be used can be a real challenge too. In this article I will discuss one such example.
Categories: Game Theory & Design

Resort - A surreal game about emotions, introspection and coping. - by Marcus Bäumer

4 September 2018 - 7:30am
Announcing Resort - an interactive mystery short story about emotions, introspection, and coping. Join writer Laura Tanner on a surreal journey and face an odd intersection of dreams and reality.
Categories: Game Theory & Design