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Making A Game Is Easy - by Ryan Krause

31 July 2017 - 10:13pm
It's easy to make a game. Literally anyone can do it. Finish a game on the other hand... that's a tall challenge to any developer. I've made many games that you've never seen, and I want to start showing my creations to the world. My solution? 1GAM.
Categories: Game Theory & Design

Pricing games is hard! - by Byron AtkinsonJones

31 July 2017 - 7:27am
One of the hardest things in game development, especially if you are self publishing, is deciding what price your game should be, so I opened up the debate on twitter and got some surprising results.
Categories: Game Theory & Design

HTML5 Is Here - by Anthony Pecorella

31 July 2017 - 7:26am
With 100,000 games over 10 years, Kongregate takes a look at trends in game development technology. Specifically, at the rise of HTML5 over Flash in both quantity and quality of games.
Categories: Game Theory & Design

The 3 Key Factors of Balance in Game Design - by Josh Bycer

31 July 2017 - 7:25am
Balancing in any game design can be a tough job, so I wanted to talk about the three universal variables that must be considered for any game.
Categories: Game Theory & Design

The Red Front - Game Testing and Improvements - by Tim Baker

31 July 2017 - 7:20am
This week we held our first public game testing of The Red Front. We recap how the night went and what we learned from the experience.
Categories: Game Theory & Design

Documentation a Necessary Evil - by Max Pears

31 July 2017 - 7:16am
I discuss why documentation is needed in the game development cycle and how it can be improved and improve the game dev cycle.
Categories: Game Theory & Design

Specter Knight Mobility Design - by David D'Angelo

31 July 2017 - 5:29am
A review of the design iteration and process that led to Specter Knight's unique mobility in Shovel Knight: Specter of Torment
Categories: Game Theory & Design

Video Game Deep Cuts: The Prison Of The Night Trap Kickmen - by Simon Carless

30 July 2017 - 8:21am
This week's highlights include an article series about gaming in prison, behind the scenes of Night Trap, & how satirical soccer game Enter The Kickmen got made.
Categories: Game Theory & Design

ARKTIKA.1 Weapons Gameplay - by Andrii Krasavin

28 July 2017 - 7:48am
ARKTIKA.1 Weapons Gameplay
Categories: Game Theory & Design

Working with Git (for Games and… in General) - by Trent Polack

28 July 2017 - 7:44am
A story of version control on a large Unreal Engine 4 project, working with the command line, and general tips/tricks for git and git-lfs.
Categories: Game Theory & Design

Player motivation, part 2: Popular psychological models - by Andrii Goncharuk

28 July 2017 - 7:44am
As previously we discussed, process of writing/reading memory is really complex and involve hormones and neurotransmitters a lot. In this article I will give some examples on existing motivational models and their applications.
Categories: Game Theory & Design

Enabling narrative intentionality - a design analysis of 1979 Revolution: Black Friday - by Sayam Ghosh

28 July 2017 - 7:44am
This post analyses the game design of "1979 Revolution: Black Friday" through the lenses of mechanical/fictional design and narrative intentionality, in order to understand what makes the game such a compelling narrative experience.
Categories: Game Theory & Design

Let it go: social anxiety and life sims - by Renee Sima

28 July 2017 - 7:43am
A short essay exploring my changing relationship with social interaction through the lens of The Sims and Tomodachi Life.
Categories: Game Theory & Design

Love and Romance in Heaven's Vault - by Jon Ingold

27 July 2017 - 7:29am
Our latest game, Heaven's Vault, might contain romances, but we don't yet know if it does. inkle has an usual approach to designing romances, which has more in common with falling in love than with game design, but it's a wonderfully emergent approach...
Categories: Game Theory & Design

You Are Not A Banana: A walkthrough of a Retro-style Video Game accompanied by Artist's notes - by Brian Cullen

27 July 2017 - 7:29am
I wrote the following paper after creating an experimental video game in a post-doc position at University of Waterloo Canada. The paper highlighted my creative aims and thought processes when designing You Are Not A Banana.
Categories: Game Theory & Design

Rise of Mobile Gaming: The start of revolutionary era of growth - by tushar grover

27 July 2017 - 7:29am
Mobile games growth has been phenomenal in recent years, let's look at some factors responsible for this great rise of mobile games across the world.
Categories: Game Theory & Design

Layers of Fear - Horror With Meaning? - by Robert Longest

27 July 2017 - 7:28am
Having played Outlast, I decided horror in video games is awful. Layers of Fear helped to change my perception. While the game has faults, this title also presents serious subject matter with mental illness.
Categories: Game Theory & Design

Mobile Games Market Rising Stars: New Promising Countries in Terms of Revenues - by Yura Yashunin

27 July 2017 - 7:27am
The study reveals a list of the most promising mobile games markets and the reasons why mobile game publishers should think about spreading games there
Categories: Game Theory & Design

Are Distributors the New Publishers? - by Jennifer Mendez

27 July 2017 - 7:27am
Think you don't need a publisher? Confused about the difference between distributors and publishers? Read on.
Categories: Game Theory & Design

Should you play bad games? - by Andrii Goncharuk

27 July 2017 - 7:27am
Industry of game developing are growing really fast, and with mobile market growing even faster we meet practices and mechanics that are copied from each other, we see same games again and again in different forms. How can we break this chain?
Categories: Game Theory & Design

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