Gamasutra.com Blogs

Subscribe to Gamasutra.com Blogs feed
Gamasutra Blogs
Updated: 23 hours 48 min ago

Day 23 of 100 Days of VR: Creating a Spawning System for Enemies in Unity - by Josh Chang

10 October 2017 - 7:07am
Today on day 23 we’re going to learn how to spawn enemy waves. Currently, the game isn’t challenging, we only have one enemy! We’re going to fix this by spawning waves of enemies to defeat.
Categories: Game Theory & Design

Open-World RPGs and the Hinterlands Problem - by Damon Reece

10 October 2017 - 7:06am
An analysis of common pitfalls in contemporary open-world RPGs that lead to narrative inconsistency and player dissatisfaction.
Categories: Game Theory & Design

A User-Centred Approach to Control Design - by Samantha Stahlke

9 October 2017 - 7:42am
In this post, I discuss how user-centred design techniques from the field of human-computer interaction can be applied to game development. Specifically, I'll examine our team's process for developing platforming controls via the UCD approach.
Categories: Game Theory & Design

Difficulty in Cuphead from an Indie Perspective - by Benjamin Marshalkowski

9 October 2017 - 7:38am
Cuphead is the latest game to embrace a high difficulty curve. But how much did production influence it's punishing nature?
Categories: Game Theory & Design

Day 22 of 100 Days of VR: Creating the Game End State and Game Over Animation Following 1 - by Josh Chang

9 October 2017 - 7:37am
Today, we’re going to create an end game state where we can use our animation and restart the game when the player loses.
Categories: Game Theory & Design

Rewards, losses, and motivations: Indolent play in competitive Overwatch PTR matches - by Quinn Poisson

9 October 2017 - 7:19am
Many Overwatch gamers playing competitive PTR matches do not play with the same effort as when they play competitive live matches. In a series of two posts I utilize psychology to examine the issue and offer possible solutions.
Categories: Game Theory & Design

Shifting gamers’ motivations: Promoting serious play among competitive Overwatch PTR gamers - by Quinn Poisson

9 October 2017 - 7:18am
Many Overwatch gamers playing competitive PTR matches do not play with the same effort as when they play competitive live matches. In a series of two posts I utilize psychology to examine the issue and offer possible solutions.
Categories: Game Theory & Design

Making Your Game Relevant - how I Mined Facebook and Google Data for my "#FakeNews the Video Game" - by Jakub Kasztalski

9 October 2017 - 7:18am
I just released HEADLINER, a short adventure game where YOU control national news and its impact on your career, society and family. It tackles numerous social issues important today, from immigration to healthcare and education. But it was more than just
Categories: Game Theory & Design

A Brief History of the ESRB - by Michelle Deco

9 October 2017 - 7:18am
The ESRB (Entertainment Software Rating Board) is an organization that assigns age and content ratings to video games. Here, I take a look at the ESRB’s history, including the reasons behind its founding and the ratings process.
Categories: Game Theory & Design

Bringing Galaxy on Fire 3 to Vulkan: What We Have Learned - by Johannes Kuhlmann

9 October 2017 - 7:04am
Blog series on how we brought our game to Vulkan. This is post 3 of 5 where we talk about what problems and pitfalls we encountered and how we solved them. We also have some useful tips and pointers on what to look out for.
Categories: Game Theory & Design

4 Management Tips to Run Your Indie Development Studio’s Finances Like a Hyperion Executive - by Remy Albillar

9 October 2017 - 7:02am
A quick lesson in tightening company finances directed at indie game developers. Add a twist of Borderlands, then let sit on your noggin for 10 minutes.
Categories: Game Theory & Design

Game Design Analysis: The Stranger Things - by Ludi Dong

9 October 2017 - 7:02am
Look into the mobile game The Stranger Things on its game design, systems, story, art and sound. Analyse the reason Netflix develops it.
Categories: Game Theory & Design

Video Game Deep Cuts: XXX Loot On Your Steam Death - by Simon Carless

8 October 2017 - 8:07am
Some of this week's top longform articles/videos include more loot box opinions, the history of the ill-fated BMX XXX, what happens to your Steam account when you die, and more.
Categories: Game Theory & Design

100 Days of VR: Day 21 Creating Game Over UI in Unity - by Josh Chang

6 October 2017 - 6:51am
Welcome back to day 21. In the past couple of days, we worked on creating a health system for our player and fixing some problems with our enemy that relied on it. Today the first thing to do is create a game over state when the player’s health reaches 0.
Categories: Game Theory & Design

What Mobile Games are Useful for Kids and Why? - by Anastasiia Bobeshko

6 October 2017 - 6:48am
Have you ever caught your eight-year-old playing a mobile game for a few hours? "It's not good for a child to play this crap," - you thought. Yes, but not ALL games are that bad; some of them may be useful for your kid's development.
Categories: Game Theory & Design

How Dreamz Studio raised 200k€ without any game released - by Alex Sarrazin

6 October 2017 - 6:48am
Raising money as an indie game is a hard task. In this article we will explain how Crazy Dreamz: MagiCats Edition succeeded without any game released. This is our point of view, so it's possible that you will disagree with us, it's normal.
Categories: Game Theory & Design

Brain in a Jar 2: Your inner GM - by Mitchell Nelson

6 October 2017 - 6:47am
There is a part of our minds that acts like a Game Master in a paper game, making and modifying rules, just below our awareness. The results may be good or bad, but learning to be aware of the thing is important.
Categories: Game Theory & Design

UX Enhancements from Destiny 1 to Destiny 2 - by Jozef Kulik

5 October 2017 - 6:37am
A quick look at the user experience enhancements Bungie have made with Destiny 2, highlighting good practice.
Categories: Game Theory & Design

Overwatch Level Design - Dorado - by

5 October 2017 - 6:37am
Level Designer Owen Evans looks into the phases of Overwatch's escort map 'Dorado', as attackers fight to escort a payload to their objective.
Categories: Game Theory & Design

Essential Reading: How Games Move Us - by Max Pears

5 October 2017 - 6:36am
I talk about one of my favourite books and break down why it is my fav and why more designers should read it. Originally posted on: YouTube: https://goo.gl/SaV4f9 SoundCloud:https://goo.gl/KNmbPw iTunes:https://goo.gl/RDWSmX
Categories: Game Theory & Design

Pages