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Updated: 21 hours 48 min ago

How to Expand Replayable Games with Supplemental Content - by Josh Bycer

5 July 2018 - 7:50am
Games that are already meant to be replayed can have trouble when it comes to adding new content, but today's post looks at how the rogue-like and strategy genre have found a way around it with Supplemental Content.
Categories: Game Theory & Design

Dev Diary #8 - Global Content and Characters - by gumi Team

4 July 2018 - 8:53am
We’ll be breaking down the creation process to design our first Global Exclusive Character, Siegfried. Samuel, the Global Content Game Designer, will introduce the process on how we create the character for the global audience.
Categories: Game Theory & Design

Through Video Game Colored Glasses - by Nikhil Murthy

4 July 2018 - 8:51am
How video games can affect the way you look at the world around you and how to use that artistically.
Categories: Game Theory & Design

How Small Details Can Make Big Difference To Gameplay Experience - by Eduardas Klenauskis

4 July 2018 - 8:50am
An overview of how small things can improve player's experience in the game. Some examples from our own game development experience are given and compared.
Categories: Game Theory & Design

Making a hard game isn't easy - by Nick Defossez

4 July 2018 - 8:50am
It’s incredibly easy to make a game that no one will beat - It’s much harder to make a game that players will push themselves to overcome. A difficult game needs to teach players how to gain mastery over it, and show them the depth of what you've built.
Categories: Game Theory & Design

Valve's content policy and the First Amendment - by Brandon Huffman

4 July 2018 - 8:19am
Back in May, Valve changed its content policy to crack down on visual novels containing adult content. Just a few weeks later, Valve again changed its policy to allow anything that isn't "illegal" or "straight-up trolling." Let's talk about the law stuff:
Categories: Game Theory & Design

A better architecture for Unity projects - by Ruben Torres Bonet

3 July 2018 - 7:58am
After working six months on the remake of Diamond Dash with Unity I can say that I learned quite a bit from engineers at Wooga and through self reflection.
Categories: Game Theory & Design

How to use C# Events in Unity - by Vivek Tank

3 July 2018 - 7:45am
The main objective of this blog post is to give you an idea about how to use C# Events in Unity.
Categories: Game Theory & Design

Designing and Building a Robust, Comprehensive Achievement System - by Josh Ge

3 July 2018 - 7:43am
Exploring achievements in Cogmind, covering why and how they were selected and organized, the creation of 256 icons, and the underlying implementation including related UI features and Steam integration.
Categories: Game Theory & Design

Crafting Your Demo For Publishers - by Dora Breckinridge

3 July 2018 - 7:42am
If you're a developer trying to find a publisher, a demo is one of the best tools in your arsenal to help make your pitch. Here's some tips, from a publisher, on what to do with your demo, and what to avoid.
Categories: Game Theory & Design

Don't Disable Game Players, Enable Players to Interact Comfortably - by Ashton Philip Kehnscherper

3 July 2018 - 7:39am
Very often video games disable game players unintentionally by not considering accessibility options. This article explores this issue and suggests a more standardised approach to accessibility options in video games.
Categories: Game Theory & Design

Card Games: What's in a Keyword - by Nicholas Kinstler

2 July 2018 - 9:19am
One of the ubiquitous design mechanisms of card games is the keyword. In this article, Nick Kinstler explains what a keyword is, what role they serve, and when you should use them.
Categories: Game Theory & Design

The Future of Halo: From Monkey Nuts to Infinity - by Roman Tolstykh

2 July 2018 - 9:17am
To say that Halo success was merely a biproduct of the an under saturated market would be a titanic oversight on my part, as I know first hand how this game shaped an industry.
Categories: Game Theory & Design

Pt. 1 - A Casual Intro - Mechanics as Message - by Bruce Evans

2 July 2018 - 9:17am
This post introduces mechanics as a unique attribute to the medium of games and how they can be designed to share the message of the game. In-depth topics will be looked at later as well as a dev blog for the creative project beginning in August.
Categories: Game Theory & Design

The Shooter Genre That's Up for Grabs - by William Newhart

2 July 2018 - 4:56am
Today's AAA online shooters are siloed into two genres: low-action, team-focused; high-action, player-focused. The market does not have a third genre of high-action, team-focused. Gamers and publishers would both benefit from this new type of shooter.
Categories: Game Theory & Design

Video Game Deep Cuts: Inside The RNG Tetris Effect - by Simon Carless

1 July 2018 - 7:27am
This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.
Categories: Game Theory & Design