Gamasutra.com Blogs

Subscribe to Gamasutra.com Blogs feed
Gamasutra Blogs
Updated: 7 hours 9 min ago

Playgrounds & Level Design - by Andrew Yoder

4 April 2019 - 7:45am
Adapted from GDC19's Level Design Workshop, this post applies real world playgrounds to multiplayer level design with a focus on level geometry.
Categories: Game Theory & Design

“Go all in” to Succeed as an Indie Dev at PAX East 2019 - by Ross Przybylski

4 April 2019 - 7:44am
PAX East 2019 marks my third major showcase of Summoners Fate and I continue to learn from our experiences. Here’s three things we did different to stand out as an indie at PAX East this year and the data we collected.
Categories: Game Theory & Design

A Deep Dive Into Steam's Discovery Queue - by Erik Johnson

4 April 2019 - 7:44am
Over the past three months I have looked at almost 700 games in my Steam Discovery Queue. I saved the store page html for each of these games so I could analyze what Steam is showing me. Here is what I learned.
Categories: Game Theory & Design

Game Studio Do's - by Martin Annander

4 April 2019 - 7:43am
Eleven things you should do for your studio if you want to improve and keep your team motivated.
Categories: Game Theory & Design

Going Beyond Backstory - by Gregory Pellechi

4 April 2019 - 7:42am
So ya got a backstory. That's nice. But have you asked yourself how that impacts your game? Why it impacts your game? And is it really necessary? Don't worry - those questions are all answered here.
Categories: Game Theory & Design

Why Ukrainian CG Market Is One Of The Driving Forces Behind The Success Of Games Industry - by Veronika Chebotareva

4 April 2019 - 7:11am
The global CG market is likely to rise at a steady 5.5% annually and become worth US$211.60 bn by 2024. In this article, we share some observations on how Eastern European and, in particular, the Ukrainian CG market is evolving over the last few years.
Categories: Game Theory & Design

Hero-U: Rogue to Redemption Postmortem - by Roberta Vaughan

4 April 2019 - 7:10am
This is our official post-mortem for our latest game, Hero-U: Rogue to Redemption. It took us 6 years to make this game, and we learned a lot from the process. Post-mortem by our programmer, Cidney Hamilton and edited by both Lori and Corey Cole.
Categories: Game Theory & Design

Our Game Connection 2019 - by Junxue Li

3 April 2019 - 1:15am
This March our company Sunny Painter attends Game Connection and GDC in SF. This article is our GC walk-through. I hope this article would help industry friends to know more about GC, and decide if the event would promote their business.
Categories: Game Theory & Design

Breaking out! Lessons learned on the frontlines of emergent IP. - by Joshua Bakken

2 April 2019 - 6:31am
This article is a closer look at how stories in games (and those wanting to make it into games from another media) can flesh and build out their narrative world, characters & lore into a franchise that lends itself to interactive/multimedia entertainment.
Categories: Game Theory & Design

A Different Take on Sekiro Shadows Die Twice - by Josh Bycer

2 April 2019 - 6:30am
Despite the overwhelming praise Sekiro Shadows Die Twice is getting, this Soulsborne and action game vet finds himself alone in thinking this game is broken at the design level.
Categories: Game Theory & Design

A different lens on Epic Games, Stadia and Arcade - by Martin Egger

2 April 2019 - 6:29am
After reading and listening to many concerns on many layers, be it the Business Model, Technical, Availability, Player Perception or Revenue Share, I would like to view things through a different lens of opening up, sharing and accessibility.
Categories: Game Theory & Design

Effective Game Design: How We Use Articy Draft to Organize Game Content - by Pavel Shylenok

2 April 2019 - 6:29am
In our studio, we often use Articy Draft as our main game asset management tool, and we would like to share this experience so that you know what to expect behind the marketing shell. Expect only an honest review here.
Categories: Game Theory & Design

Kliuless #29: Apple Arcade - by Kenneth Liu

2 April 2019 - 6:27am
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Unwon and Unwinnable Causes - by Michael Heron

2 April 2019 - 6:27am
Is the battle for board game accessibility an unwon cause, or an unwinnable cause? I don't know the answer, and I invite you to join me in my own uncertain search for an answer.
Categories: Game Theory & Design

Assassin's Creed II: The Feeling of Friendship - by Stanislav Costiuc

2 April 2019 - 6:26am
Leonardo as a character does not appear in the main campaign of Assassin's Creed II too often, and yet players grow very attached to him. Let's examine why.
Categories: Game Theory & Design

Managing Virtual Economies: Inflation Domination - by Caleb Compton

2 April 2019 - 6:26am
Virtual economies - buying and selling of digital goods in a digital marketplace - are becoming more and more common in video games of all types. This article looks at managing a major issue in these types of games - inflation.
Categories: Game Theory & Design

Measuring Indie Success: A Baseball Analogy - by Telly Lee

2 April 2019 - 6:26am
Success as an indie game studio is a relative term. Some of us dream about winning an award, some want a million dollars, and others want a million downloads. Using baseball as an analogy, here’s how I measure financial success for an indie game studio.
Categories: Game Theory & Design

Ten principles of educational video game development - by Carla Brown

2 April 2019 - 6:23am
10 top tips for developing educational digital games from Game Doctor studio.
Categories: Game Theory & Design

Postmortem: Cube Up - by federico boccardo

1 April 2019 - 11:31pm
Portmortem of Cube Up, an endless mobile game based on completing cubes at an increasing speed avoiding obstacles, released on Android devices in 2018.
Categories: Game Theory & Design

Game Design 102: Matchmaking - by Thasorn Chalongvorachai

1 April 2019 - 12:26am
This blog will discuss what does 'good' matchmaking made of? How should we define matchmaking for our multiplayer game? also, learn more about what factors make matchmaking so difficult in development.
Categories: Game Theory & Design

Pages