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Updated: 8 hours 29 min ago

Inspiration from the great industry we are in - by Ashkan Saeedi Mazdeh

1 May 2018 - 10:43pm
In this post I would like to post a set of great videos from the history of our industry and also talk about why we are in a great industry
Categories: Game Theory & Design

Are immersive simulations the final frontier? - by Colm McAndrews

30 April 2018 - 3:19am
Should divided genres still exist, or should videogames be, or at least aim for complete simulations?
Categories: Game Theory & Design

How Learning Games Get Funded - by Wick Perry

30 April 2018 - 3:18am
While working on my neuroscience simulator, I ran up against that eternal question: "how do I get paid?" — I interviewed a handful of very smart developers working in educational games & assembled a comprehensive list of funding avenues.
Categories: Game Theory & Design

Atari VCS: Dragonstomper - by John Harris

30 April 2018 - 3:17am
Another excerpt from the VCS book, this one covers the early RPG Dragonstomper, which has some amazing features for 1982! Anyone interested in the early history of CRPGs needs to take a look at it.
Categories: Game Theory & Design

Six Days in Fallujah Campaign - by Nathan Cheever

30 April 2018 - 3:17am
The mission arc in Six Days in Fallujah went through several drafts. Here's a glimpse at threading the real life events into meaningful paced encounters.
Categories: Game Theory & Design

A Final MDA Analysis of The Quiet Sleep - by Nikhil Murthy

30 April 2018 - 3:16am
I go over the features of The Quiet Sleep and how they work towards my desired aesthetics for the game.
Categories: Game Theory & Design

Launching Today: A Brief Reflection - by Andrew Miller

30 April 2018 - 3:13am
Magic Masks is launching today, April 30, on Steam - a casual, colorful, puzzle adventure game that has spent about 3.5 part-time years in development. Here is some insight into the team, the game, and my reflection on what I believe the game is.
Categories: Game Theory & Design

The Bizarre Ways That Your Video Game Can be Banned - by Michael Smith

30 April 2018 - 3:12am
The crazy reasons that games have been banned and why you need to walk on eggshells as a developer
Categories: Game Theory & Design

Psych Eval - Booker DeWitt - by Nathan Savant

30 April 2018 - 3:11am
A discussion of the personality of Booker DeWitt from Bioshock: Infinite based on gameplay mechanics, and filtered through the lens of the Meyers-Briggs personality profile.
Categories: Game Theory & Design

Wasting Less with Lean Game Dev - by James Bowling

30 April 2018 - 3:10am
Using lessons from lean software development we can reduce waste and create low risk opportunities to innovate and delight our players.
Categories: Game Theory & Design

Take a Chance: The Illusion of Randomness in Games - by Caleb Compton

30 April 2018 - 3:08am
Randomness is a very important part of many games, but can also be very misunderstood. The appearance of randomness can often be just as important as the actual randomness. This article looks at how randomness is perceived by players.
Categories: Game Theory & Design

Trademarking: A Marketing Perspective - by Jeff Gurian

30 April 2018 - 3:05am
Fun fact: "Kartridge" was our first name idea for Kartridge, but the process of finalizing the name and registering the trademark took 8 months. Kongregate's Jeff Gurian learned a lot about trademarks along the way, which he shares in this blog post.
Categories: Game Theory & Design

oOo: Ascension: From Game-Jam to Xbox One in 12 Months - by Kenny Creanor

30 April 2018 - 3:01am
Developer Kenny Creanor talks about how he turned 'oOo: Ascension' from a weekend prototype into an Xbox One release in under 12 months
Categories: Game Theory & Design

League of Legends And Why It's So Addicting - by John Nashed

30 April 2018 - 3:01am
A blog post discussing what makes League of Legends such an addicting game. I couldn't figure out how to attach an image to the post, if you wish to add an image to it feel free to do so.
Categories: Game Theory & Design

On 'Minimalism' in Games - by Kenny Creanor

30 April 2018 - 3:01am
oOo: Ascension Developer Kenny Creanor talks Minimalism and how it doesn't really apply to Games - yet
Categories: Game Theory & Design

Video Game Deep Cuts: The God Of Portal Is Mario's Face - by Simon Carless

29 April 2018 - 7:40am
This week's highlights include multiple God Of War interviews, how Budget Cuts moves in VR via portals, and an interview with Super Mario 64's facial sculptor, among others.
Categories: Game Theory & Design

Hyper-Exclusive Content - by Jeremy Alessi

27 April 2018 - 6:17am
The Indiepocalypse happened. Now what do we do?
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 1 - by Stavros Pilatis

27 April 2018 - 6:16am
The first 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

A Study Into Replayability -- Biome Basics - by Josh Bycer

27 April 2018 - 6:15am
For this first of a multi part post, we're going to dig into what makes a game replayable in the eyes of the player. Biomes are an essential part of creating random or procedural content, and the first step in the process.
Categories: Game Theory & Design

Quest For Change - by Gregory Pellechi

27 April 2018 - 6:14am
Quests are meant to tell stories, to show how a character or world changes. But video games seem intent on keeping that from happening. Even the lowly fetch quest can be the fulcrum for a character arc or world-shifting events.
Categories: Game Theory & Design