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Designing death in co-op roguelikes - by Milan Babuskov

14 May 2018 - 7:47am
In this article I'm making an analysis of co-op death mechanics in various roguelike games and show how I made some innovations to the existing formulas in the game I'm developing currently.
Categories: Game Theory & Design

Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility - by Michael Heron

14 May 2018 - 7:47am
This is a hopefully human readable version of my second paper published in the Computer Games Journal. It's about the stats that have emerged from the Meeple Centred Design project with regards to game accessibility.
Categories: Game Theory & Design

5 Points to Manage Your Game to Maximize User Retention and Engagement - by Dylan Moran

14 May 2018 - 7:46am
Game developers need to understand that generating curiosity is the best way to keep gamer coming back to your game.
Categories: Game Theory & Design

Revealing Regions − Prey 2's Locktown - by Nathan Cheever

14 May 2018 - 7:45am
An iron fist ruled this sunny-side district on Exodus from the cancelled sequel to Prey. The once prosperous government center was now hiding a sinister secret looming over all...
Categories: Game Theory & Design

Mobile Gaming: 6 Trends to Watch Out - by Pradeep Parthiban

14 May 2018 - 7:45am
Mobile gaming has come a long way since its inception. Here are 6 interesting trends in mobile gaming to watch out for in the future.
Categories: Game Theory & Design

How To Create An Indie Game Whilst Holding Down A 10 Hour A Day Job, Being A Husband And Father – Part 2 - by Stavros Pilatis

14 May 2018 - 7:44am
The seond part in a series where I dicuss how I created, GLO, my first commercial game and released it to Steam in 3 months, whilst also juggling being a father, holiding down a 10 hour a day job and taking part in a fitness transformation competition.
Categories: Game Theory & Design

5 Technology Trends In Gaming Industry In 2018 - by Connor Addis

14 May 2018 - 7:44am
When you hear about new technology trends, don’t you feel your heart jump and the butterflies doing flips in your stomach? Technologies are here to make our lives better. The gaming industry is taking full advantage of new technology trends.
Categories: Game Theory & Design

Hitboxes and Hurtboxes in Unity - by Nahuel Gladstein

14 May 2018 - 7:26am
What are Hitboxes and Hurtboxes? aren't they the same? and how do we implement them in Unity?
Categories: Game Theory & Design

Video Game Deep Cuts: One Hour, One Frostpunk - by Simon Carless

13 May 2018 - 7:23am
This week's game writing, audio & video highlights include a podcast with Jason Rohrer on One Hour One Life, as well as analysis of the acclaimed Frostpunk and lots more besides.
Categories: Game Theory & Design

A Study Into Video Game Replayability -- The Multiplayer Connection - by Josh Bycer

11 May 2018 - 7:12am
For our next part on replayability in video games, it's time to talk about why multiplayer is such a requested feature among gamers.
Categories: Game Theory & Design

Blockchain – The Game Changer in the Gaming Industry - by Eswar Jabba

11 May 2018 - 7:03am
Blockchain has been revolutionising many industries across the world and Gaming has already jumped on the bandwagon. Now the trend is Blockchain Gaming. The present article is a detailed account of the next big thing in the gaming industry and the way it
Categories: Game Theory & Design

The mobile ad format conundrum - by Ignasi Prat

10 May 2018 - 7:16am
Ignasi Prat, CMO at mobile monetisation company Tappx, explores the current and future worlds of mobile ad formats.
Categories: Game Theory & Design

Podcast: IGDA GDSIG Mentor AMA Game Writing - by Sande Chen

10 May 2018 - 7:15am
The 3rd IGDA Game Design SIG AMA in conjunction with the National STEM Challenge focused on game writing and featured game development questions from mentors and students from around the United States.
Categories: Game Theory & Design

A Study Into Video Game Replayability -- Item Generation - by Josh Bycer

10 May 2018 - 7:15am
For the next part on my series looking at replayability, we're talking about how loot tables and item pools can keep things from growing stale.
Categories: Game Theory & Design

Welcome to QA, you’ll go far if you leave soon - by Alex Dorans

10 May 2018 - 7:14am
A view into how fellow professionals assumptions about QA as a career is damaging and how we can change that.
Categories: Game Theory & Design

Translation studies, some notes on a semi-formal design approach - by Pippin Barr

10 May 2018 - 12:10am
Translating from one medium into a game form is an interesting way to think about game design, particularly how we use it to express our ideas. Here are some notes on that process.
Categories: Game Theory & Design

How we increased the review score from mid 60’s to 80, and was it worth it? - by Bendik Stang

9 May 2018 - 10:26pm
Cut your losses and move on! We have all heard it. So you did not make a perfect game. Make a new one! Get over it! The following is the story of another way.
Categories: Game Theory & Design

Semi-Procedural World Generation and Rendering in Edge Of Eternity (Part I) - by ZELER-MAURY Jeremy

9 May 2018 - 4:51am
How we created a GPU based semi-procedural terrain and vegetation system with Unity to fit the need of our openworld game
Categories: Game Theory & Design

Coffee Crisis: Why This Pittsburgh Alien-Brew Wants a Shot of PC, Xbox One. - by Sean Braganza

9 May 2018 - 4:48am
A quick overview of the features that sets Coffee Crisis' PC and Xbox One ports apart from the original Sega Genesis/Mega Drive editions.
Categories: Game Theory & Design

A Puzzling Endeavor: My Thoughts on the Design of Puzzles in Games - by Caleb Compton

8 May 2018 - 7:53am
The world of puzzles in games is a vast one, and the possibilities for puzzle designs is nearly endless. However, there are a number of mistakes I see over and over. Today, I talk about some of these mistakes, and how to avoid them in designs.
Categories: Game Theory & Design

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