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Lessons from Suzy Cube: The Camera System, Part 2 - by Louis-Nicolas Dozois

8 September 2017 - 6:40am
This is the second in a three part series of articles breaking down the camera system in upcoming 3D platformer Suzy Cube. Get to know everything that has gone into making a camera meant to always keep you focused on the action.
Categories: Game Theory & Design

Stand firmly, breathe deeply: The two secrets that make your game character looks alive - by Yiwen Zhang

8 September 2017 - 6:33am
Game characters are like puppets on the stage. A poor puppeteer can only make them move, but a master can give them life. Here is a lesson learned from a great puppeteer and a reflection on how it will help us in creating characters in games.
Categories: Game Theory & Design

Lesson learned from Gamescom: Why a small indie studio needs big game events, and how to do it right - by Mohammad Fahmi

8 September 2017 - 4:54am
For small indie studios, going to big event like is not a simple and easy decision. When and why indie studio needs to go to big global event, and how to do it right.
Categories: Game Theory & Design

Lessons from Suzy Cube: The Camera System, Part 1 - by Louis-Nicolas Dozois

7 September 2017 - 8:52am
This is the first in a three part series of articles breaking down the camera system in upcoming 3D platformer Suzy Cube. Get to know everything that has gone into making a camera meant to always keep you focused on the action.
Categories: Game Theory & Design

Player motivation, part 3: Breaking conventions - by Andrii Goncharuk

7 September 2017 - 6:37am
History holds a lot of interesting info about human mind that not fully accepted by scientists. Doesn't make it less important, some things lay outside of normal science, things out of a gray area, in all terms, ethical, scientific, moral.
Categories: Game Theory & Design

100 Days of VR: Day 3 Going through the Unity Space Shooter Tutorial II - by Josh Chang

7 September 2017 - 6:34am
Finally going back to coding on Day 3, we learn how to create a boundary box to delete objects and creating new enemies to challenge the players.
Categories: Game Theory & Design

Tutorial Design and the Cuphead Demo Argument - by Josh Bycer

7 September 2017 - 6:25am
The recent debate over Cuphead's tutorial and demo out of Gamescom frames a special video going off my thoughts and a lesson on how to build tutorials.
Categories: Game Theory & Design

5 Interesting Crowdfunding AR/VR Projects - by Damian Wolf

7 September 2017 - 6:25am
VR/AR startups are redefining a lot of different sectors. In this article, we discuss the five best VR/AR Crowdfunding projects.
Categories: Game Theory & Design

The Wayfarer: Greetings from the Composer! - by Jake Jollimore

7 September 2017 - 6:22am
Meet Mika Pilke, The Wayfarer's composer, and check out one of the awesome tracks he made for the game!
Categories: Game Theory & Design

Indie Game Launch Party & Seattle Indies Expo Retrospective - by Jakub Kasztalski

7 September 2017 - 6:21am
"Hey, sitting in the patio with a beer."  The first text I got at 4:38pm as I approached the bar. Countless thoughts and worries evaporated from my mind as I realized it was beginning. The poster almost slipped from my hands. Time to put on the game face.
Categories: Game Theory & Design

Windows 10 Mixed Reality Devices – The definitive consumer review - by Simon Jackson

7 September 2017 - 6:20am
As a developer, I shed my cloak and put on the shoes of the consumer to review and walk-through the first experiences with the new Windows 10 Mixed Reality device and a review of what is to come!
Categories: Game Theory & Design

Tacoma critical analysis - by Andrew Haining

7 September 2017 - 6:20am
A critical analysis of the main themes of Fullbright's Tacoma - Meaningful Decisions, Artificial Intelligence and Diversity.
Categories: Game Theory & Design

We Are About to Experience a Golden Age of Gaming - by Michael Smith

7 September 2017 - 6:19am
We are at an exciting point in time, with games set to get bigger and better
Categories: Game Theory & Design

PAX West Panel 2017: The Do’s and Don’ts of VR - by Josh Chang

6 September 2017 - 7:14am
What are the things you should do and don’t do when making VR applications? Find out about the do’s don’ts of VR!
Categories: Game Theory & Design

Lessons From Suzy Cube: Reinforcing Behaviours, A Look at Two Levels - by Louis-Nicolas Dozois

6 September 2017 - 7:13am
In this installment we compare two boss levels and how one succeeds at teaching the player the use of the level's key power-up while the other fails and why.
Categories: Game Theory & Design

The Wacky World of Wiz 'n' Liz, a Sega Genesis Gem - by Zack Wood

6 September 2017 - 7:12am
Wiz 'n' Liz was developed by Raising Hell/Bizarre Creations and released for Sega Genesis in 1993. This post analyzes how the little-known game creates a whimsical world of wizards, witches and wabbits through its rules, visuals, text, sound and controls.
Categories: Game Theory & Design

Let’s Dance: Pattern Recognition in Games - by Sicheng Hu

6 September 2017 - 7:11am
There are two stages in pattern recognition: training and matching. Considering the interactivity of games, I prefer to add one more stage into this process – feedback.
Categories: Game Theory & Design

We Happy Few's AAA Uphill Battle - by Josh Bycer

6 September 2017 - 7:06am
The recent announcement of We Happy Few's change in scope has left fans puzzled, and gives us another discussion regarding the perception of AAA design.
Categories: Game Theory & Design

Securing your controllers at an event - by Roy Van Bijsterveldt

6 September 2017 - 7:05am
Securing your controllers is something lots of event-visiting developers are struggling with. When we wanted to showcase Team Racing League at Gamescom, no one really had a proper solution. We decided t some tools and create our own security system.
Categories: Game Theory & Design

The Red Stare VR - Fun "Sales" Facts - by Elroy Gopal

6 September 2017 - 7:04am
Fun statistics about releasing The Red Stare VR on Steam as a student team.
Categories: Game Theory & Design