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Difficulty Balance in Development Process - by Elif Karaata

5 February 2018 - 7:43am
This post is about balancing the ups and downs of game development process, mentioning common patterns in development teams based on the past three years of our lives with Swaps and Traps.
Categories: Game Theory & Design

Haruspicy and Canopic Jars: using Playmaker in Production - by Yanko Oliveira

5 February 2018 - 7:43am
Playmaker might be the best tool for visual scripting in Unity, but if not used properly, it can be messy. Here's the approach that I use that empowers the designers as much as possible, but still keeps entropy under control.
Categories: Game Theory & Design

Episodic design 2.0 - Gameplay and storytelling at its best (Part 1) - by Pascal Luban

5 February 2018 - 7:42am
Episodic games have the reputation of offering great storytelling but weak gameplays. Does it have to be that way? No. In this 3 parts feature, I will explain how we could merge mainstream gameplays with the effectiveness of episodic storytelling.
Categories: Game Theory & Design

Technologies Being Used in Modern Games in 2018 by Developers - by Ajeet Singh

5 February 2018 - 7:42am
Game developers continue to adopt new ways of creating and designing games we can only imagine what 2018 has in store for us!
Categories: Game Theory & Design

Podcast: Character Behaviours in The Last Guardian and How To Design Them - by Marius Holstad

5 February 2018 - 7:41am
In this 2018 podcast, Norwegian game designer Marius Holstad goes through the process of designing a lifelike character like Trico in The Last Guardian and gives a clear, in-depth breakdown of the approach.
Categories: Game Theory & Design

Simplifying a Game Design - by Lewis Pulsipher

5 February 2018 - 7:39am
Almost always, when I talk with groups of people about game design, I quote Antoine de Saint-Exup'ery:"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." How do we achieve this?
Categories: Game Theory & Design

Steam Winter Sale Data and the Effects of a Front Page Feature - by Josh Ge

5 February 2018 - 7:39am
Examining Cogmind's traffic and rankings during Steam's biggest sale of the year, with additional focus on one day of being featured on the front page and its impact on exposure, wishlist activity, conversion rates, and revenue.
Categories: Game Theory & Design

Organizing successful competition that doesn't scale - a js13kGames 2017 post mortem - by Andrzej Mazur

5 February 2018 - 7:37am
Let's look at the js13kGames 2017 competition from the perspective of those few months that already passed, see why this one was special, and why it have to change.
Categories: Game Theory & Design

Evolution of War | The AI of Total War (Part 2) - by Tommy Thompson

5 February 2018 - 7:27am
In my second article on the AI of Total War, I look at the rise of modding for AI behaviour, as well as the complete engine rewrite in 2009's Empire: Total War.
Categories: Game Theory & Design

Bury Me, My Love: tips for writing a game that feels real - by Pierre Corbinais

5 February 2018 - 7:26am
How to write a game based on a sensitive topic such as the European refugee crisis? How to make this game feel real while remaining respectful of the people concerned? Here are a few tips based on my own experience.
Categories: Game Theory & Design

Video Game Deep Cuts: SOS - Bubsy Meets Tetris - by Simon Carless

4 February 2018 - 8:22am
This week's Video Game Deep Cuts highlights include a video profile of SOS creators Outpost Games, an analysis of Bubsy's Japanese translation and a longform Tetris documentary, among others.
Categories: Game Theory & Design

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