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EXCLUSIVE: Ten ways analytics can protect players from addiction - by Mark Robinson

1 September 2017 - 6:48am
With Tencent restricting access to its biggest grossing mobile games to protect young players from addiction, should western games companies be doing more? And if so, could analytics be the answer?
Categories: Game Theory & Design

Lessons From Suzy Cube: Improved Mobile Performance Through a Custom Culling Solution - by Louis-Nicolas Dozois

1 September 2017 - 6:48am
Optimization is, of course, important regardless of your target platform but on mobile platforms, it can make the difference between a game that feels great and one which feels unpolished. This article focuses on the custom culling system use in Suzy Cube
Categories: Game Theory & Design

The Wayfarer WIP Mega Post - by Jake Jollimore

1 September 2017 - 6:40am
Migrated posts from my official site discussing the development of the 3D dungeon crawler 'The Wayfarer'.
Categories: Game Theory & Design

Star Citizen: A Close Look at the Cash - by Matt Brady

1 September 2017 - 1:06am
In article two of this 3-part series, I use headcount and industry comparables to create optimistic and pessimistic predictions of how much cash Star Citizen has, and how much development runway they have left. The results are not pretty.
Categories: Game Theory & Design

gamescom 2017 – Media coverage analysis - by Thomas Bidaux

31 August 2017 - 8:08am
The yearly look at the gamescom media coverage.
Categories: Game Theory & Design

Making Portal Painter in ARCore - by Jane Friedhoff

30 August 2017 - 7:59am
Some tips and tricks learned from developing an AR Experiment with Google and ARCore.
Categories: Game Theory & Design

Groups divided – competition among groups - by Sita Vriend

30 August 2017 - 6:24am
Knowing how we behaving in groups and towards other groups is very useful in social games and multiplayer games, especially games where groups compete against other groups.
Categories: Game Theory & Design

Eclipsed on Day 1 - by Conor Dalton

30 August 2017 - 6:24am
Moon Hook is a team of seventeen developers working on a capstone project for Southern Methodist University's Guildhall graduate program.
Categories: Game Theory & Design

Pacific Conquest's AI Orders System - by Timothy Ryan

30 August 2017 - 6:23am
I found myself experiencing deja vu for a design problem I encountered 20 years ago ...have I not learned from my mistakes?
Categories: Game Theory & Design

Lessons from Suzy Cube: Level Variety - by Louis-Nicolas Dozois

30 August 2017 - 6:22am
If variety is a good thing, then surely packing in as much variety into each of your game's levels is a sure fire recipe for success, no? In this article I'll go over how I've opted for variety over the course of the experience rather than levels.
Categories: Game Theory & Design

How funding sources dictate design - by Wick Perry

30 August 2017 - 6:22am
Notes on getting money, and the strings that come with it.
Categories: Game Theory & Design

Who We Are: The Dynamics of the First Person Character - by Stephen Trinh

30 August 2017 - 6:16am
Should your first person player character speak or not? This post explores the choice between giving the player character a voice or having them be "silent" through the lens of more traditional media.
Categories: Game Theory & Design

France and the UK Leading European Push into VR Content - by John Pring

30 August 2017 - 6:16am
Britain & France continue to lead the way in the European entertainment sector, pushing VR content via government support, public broadcasters and studios. We look at the growth in the European VR sector, and how France and the UK are pushing innovation.
Categories: Game Theory & Design

Finding great audio for your game - by Rob Miracle

29 August 2017 - 6:26am
When it comes to making a game, don't underestimate the power of quality audio. This post covers some key concepts in helping you find the right audio for your project.
Categories: Game Theory & Design

How the Data Implosion will trigger the Great Game Dev Correction - by Ramin Shokrizade

29 August 2017 - 6:20am
Despite major advances in technology and business intelligence, the gaming industry is faltering and layoffs are accelerating. Here Ramin Shokrizade explains why it's happening, and why we can't stop it.
Categories: Game Theory & Design

Why You're About to Lose Your Job - by Ramin Shokrizade

29 August 2017 - 6:20am
Despite major advances in technology and business intelligence, the gaming industry is faltering and layoffs are accelerating. Here Ramin Shokrizade explains why it's happening, and why we can't stop it.
Categories: Game Theory & Design

Pokemon, Fakemon and Cute Monsters - by Mark-James Byron

29 August 2017 - 6:19am
A look at a recent game released on steam that may be using copyrighted art assets.
Categories: Game Theory & Design

8 Questions About Dynamic Pricing - by William Grosso

29 August 2017 - 6:17am
This article is a FAQ about dynamic pricing (in gaming, and more generally) and helps to set the record straight by providing explanations and addressing the underlying concerns associated with dynamic pricing in gaming.
Categories: Game Theory & Design

14 Tips and Guidelines to Prepare A Kickstarter Campaign for Games - by Arya Wibowo

29 August 2017 - 6:14am
A list of what is needed to prepare a Kickstarter campaign. A note from Unite 2016 Singapore.
Categories: Game Theory & Design

Game Design Deep Dive: Spy Fight—How Hidden Rarity Balances a Game - by Charlie Silver

28 August 2017 - 9:37am
In Spy Fight, players play one card per turn but some cards are more powerful than others. Hidden rarity is a tuning system that was developed for our high-powered cards so games are fast-paced but also are balanced and strategic.
Categories: Game Theory & Design

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