Gamasutra.com Blogs

Subscribe to Gamasutra.com Blogs feed
Gamasutra Blogs
Updated: 25 min 31 sec ago

Improving readability in Dragon Bridge - by Keith Burgun

7 October 2019 - 7:53am
In this post, designer Keith Burgun talks about some of the visual/mechanical changes he's making to his first published card game, Dragon Bridge, to improve readability and affordances.
Categories: Game Theory & Design

Stories in Space - by Elizabeth Goins

7 October 2019 - 7:52am
A quick start guide to the art of ludic storytelling.
Categories: Game Theory & Design

Valve to execute more matchmaking upgrades for Dota 2 - by Mathias Zimmer

7 October 2019 - 7:52am
More changes are inEven after the majority of the work Valve has placed into revamping Dota 2's matchmaking framework in the course of the most recent a while, the group is as yet seeing approaches to improve the framework dependent on the criticism.
Categories: Game Theory & Design

Ocarina of Time Dungeons Ranked Part 1 - by Caleb Compton

7 October 2019 - 7:44am
The Legend of Zelda series is well known for their challenging and creative dungeons, and Ocarina of Time has some of the best. But how do these dungeons compare to one another? That's what I am here to find out!
Categories: Game Theory & Design

Unity Addressables: The Final Quiz Analysis - by Ruben Torres Bonet

7 October 2019 - 1:11am
Last week we quizzed you on Unity Addressables. This time, we analyze the results of this quiz, including the top answers the community has chosen. Curious?
Categories: Game Theory & Design

Why I Love Using Steam Wishlists - by James Deighan

4 October 2019 - 7:42am
For the frugal of forgetful gamer, there’s no greater tool than the Steam wishlist. It’s the perfect way to stay up to date on the games you want, but either can’t afford yet or just aren’t willing to commit it to your backlog.
Categories: Game Theory & Design

Beyond A Steel Sky - Dev Diary #2 - by Catherine Fox

4 October 2019 - 7:33am
Issue #2 of the Beyond a Steel Sky Development Diary! This month we've been developing Virtual Theatre more, as well as getting ready for EGX London later in October - it's all getting exciting!
Categories: Game Theory & Design

What Fighting Games Teach You About Personal Growth - by Nick Clifford

4 October 2019 - 7:33am
Fighting Games, for example Street Fighter, are a unique genre in video games. One that cultivates a mindset of reflection and growth. The skills you learn to get better in game can also be applied to level up in real world as well.
Categories: Game Theory & Design

Examining the Rise of Monster Hunter - by Josh Bycer

3 October 2019 - 7:46am
Monster Hunter World's global success came as a surprise last year, and I wanted to talk about how this cult series thrived over the years, to becoming Capcom's bestselling title.
Categories: Game Theory & Design

Engaging Level Design for Combat - Pt 2 - by Max Pears

3 October 2019 - 7:25am
I am back for the second part of my Mini-Series as I talk about the next phase of building a good combat phase which is about the planning and pre-production as we talk about what to do as well as looking at my own work.
Categories: Game Theory & Design

Trade-offs - by Jane Sefc

3 October 2019 - 7:13am
Trade-offs are an unavoidable part of programming. Every programmer has been faced with that moment when they had to say “I’ll do this part later.” But honestly, how many times did we really do it later? And when did “later” come?
Categories: Game Theory & Design

Unlocking Unity Animator’s interruption full power - by Ariel Marcelo Madril

3 October 2019 - 7:12am
The interruption mechanism in Unity’s Animator tool is often misused or completely skipped altogether, but what most people does not realize, is that most of the animator they created has a lot of interruption built in it, they just don’t use it!
Categories: Game Theory & Design

PixelCast 5, Castlevania IV, News, and Game Dev Obituaries... - by Jeremy Alessi

3 October 2019 - 7:11am
Jeremy shares some fond memories of Castlevania IV now that it's October and Halloween gaming is on. Jeremy also dives into the news and covers an issue that's been on his heart and mind lately; the increasing number of game developer obituaries.
Categories: Game Theory & Design

Kliuless #52: Beachheads and Obstacles - by Kenneth Liu

3 October 2019 - 7:11am
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Categories: Game Theory & Design

A Morning Cup of COPPA From the NAD Annual Conference - by Christopher Crook

3 October 2019 - 7:11am
The Director of the FTC’s Bureau of Consumer Protection announced that the FTC will hold a workshop on the Children’s Online Privacy Protection Act.
Categories: Game Theory & Design

The death of flash and birth of IO games - by Chris Scott

3 October 2019 - 7:10am
Flash is about to be discontinued by major browsers in 2020. What will take its place? The death of flash and birth of IO Games.
Categories: Game Theory & Design

From a MMORPG to a cupcake jumping through clouds; be careful with perfectionism - by Leonardo Fraga

2 October 2019 - 6:58am
Careful if you start something too big, but also be careful if you start wanting everything perfect, even when small. Aim high, but don't let perfection hold you back.
Categories: Game Theory & Design

Postmortem: The Painscreek Killings - by Fery Tomi

2 October 2019 - 6:58am
A look at the conception and development of EQ Studios' first title, a murder mystery investigation game, and how it managed to make players feel like real-life detectives.
Categories: Game Theory & Design

From a MMORPG to a cupcake jumping through clouds; be careful with perfectionism - by Leonardo Santos

2 October 2019 - 6:58am
Careful if you start something too big, but also be careful if you start wanting everything perfect, even when small. Aim high, but don't let perfection hold you back.
Categories: Game Theory & Design

Cascadeur: character’s pose prediction using 6 points - by Evgeny Dyabin

2 October 2019 - 6:58am
In this essay, Banzai Games founder Evgeniy Dyabin and his team mates Alexander Grishanin and Maxim Tarasov explain how they invented a simple, yet effective pose prediction tool for their new character animation software Cascadeur.
Categories: Game Theory & Design

Pages