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Does Sony's absence mean game over for E3? Here’s what the data says… - by Thomas Bidaux

17 June 2019 - 7:32am
Yearly look at the media coverage e3, the 2019 edition.
Categories: Game Theory & Design

Video: The first Library of Congress lecture given by a video game music composer - by Winifred Phillips

16 June 2019 - 8:48am
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress. This article includes the video of the complete presentation given by Phillips at the Library of Congress in Washington DC.
Categories: Game Theory & Design

Video Game Deep Cuts: E3, E3, E3 (and some Non-E3!) - by Simon Carless

14 June 2019 - 8:34am
This week's roundup includes all kinds of E3 neatness from Los Angeles, including discussion of Nintendo's announcements, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.
Categories: Game Theory & Design

Levelhead: Solving the "Play" Problem for User Generated Content - by Seth Coster

14 June 2019 - 7:33am
Games with user-generated content often suffer from the "Play Problem": players that create content can't get their creations seen by other players. Levelhead solves the Play Problem in an elegant way that puts control of visibility in players' hands.
Categories: Game Theory & Design

A Chronicle of Story Games: Part 2 - by Junxue Li

14 June 2019 - 7:21am
In the last decade, our team/as art contractor creates background art for various story games. In this series of posts, I will introduce the key features of different types of story games. And as an art producer, I would go deep into the art production a
Categories: Game Theory & Design

Why failing your Kickstarter might be a good thing - by Aiaz Marx

14 June 2019 - 7:19am
Is it a sad story about failure, or just another tale about recognition and success? That depends on what you take from it.
Categories: Game Theory & Design

Extended Fiction in Game Design: ICEY - by Austin Anderson

13 June 2019 - 8:06am
Analysis of extended fiction techniques used in ICEY, a part of my series of blog posts with sections from my Honors Thesis on extended fiction in game design.
Categories: Game Theory & Design

Social Media Marketing To Grow Your Community - by Natalie Mikkelson

13 June 2019 - 8:05am
Attract followers and keep followers with these social media marketing basics...
Categories: Game Theory & Design

Tips & Tricks to manage Open Game Development - by Yannick Elahee

13 June 2019 - 7:44am
Open The Gates! More and more indies are allowing players to have a say about game updates. Maybe you decided to do this aswell, here are some tips & tricks after making 4 open game development games!
Categories: Game Theory & Design

How to market your game on IOS? - by Emma Truong

12 June 2019 - 8:04am
Although making money from applications on ISO is difficult, the income will be quite stable if you can do the following things
Categories: Game Theory & Design

A Tool for Game Accessibility and Depth Analysis – Part 3 - by Tobias Karlsson

12 June 2019 - 7:34am
This is the third and final part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part provides more example on how to apply the method through a case study.
Categories: Game Theory & Design

A Tool for Game Accessibility and Depth Analysis – Part 2 - by Tobias Karlsson

12 June 2019 - 7:33am
This is the second part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part delves into more details.
Categories: Game Theory & Design

A Tool for Game Accessibility and Depth Analysis - Part 1 - by Tobias Karlsson

12 June 2019 - 7:31am
This is the first part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. The first part is an overview of the method.
Categories: Game Theory & Design

The Secrets of Skeleton and Shark AI in Sea of Thieves (Part 2 of 4) - by Tommy Thompson

12 June 2019 - 7:24am
Skeletons and sharks, two distinct AI systems in Sea of Thieves with their own interesting design secrets.
Categories: Game Theory & Design

Statistics vs. Stories - by Sande Chen

12 June 2019 - 7:23am
In this article, game designer Sande Chen looks at why social impact game designers should consider emotion-based appeals rather than statistics-filled logic.
Categories: Game Theory & Design

So You Want to Have a Kick-Ass Steam Page - by Liviu Boar

12 June 2019 - 7:22am
A detailed dive into everything your Steam page should feature in order to be as efficient as possible.
Categories: Game Theory & Design

How to make people play your game during a convention - by Giada Zavarise

12 June 2019 - 7:19am
Tips and tricks to help people play your game, have a smooth experience and leave your booth with a smile.
Categories: Game Theory & Design

Four Decades of Advergames - by Herman Tulleken

12 June 2019 - 6:42am
Highlights from the history of advergames.
Categories: Game Theory & Design

Syncing a data-oriented ECS with a stateful external system - by Niklas Gray

11 June 2019 - 8:18am
Discusses strategies for synchronizing a data-oriented ECS with an external system that keeps state.
Categories: Game Theory & Design

3 Design Techniques We Use To Keep Virtual Battlespace Development on Track - by Andrew Barron

11 June 2019 - 7:57am
This article shows 3 simple design techniques we use at Bohemia Interactive Simulations to clearly define goals early in our projects.
Categories: Game Theory & Design

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