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Story vs Plot for Indie Games - by Edwin McRae

10 November 2017 - 6:10am
Every game needs a story, but not every game needs a plot. And trying to apply a plot to your Indie game that only needs a story will land you in hot water, both mentally and financially.
Categories: Game Theory & Design

Project Management Part 2: Making Your Game With The ABC-Recipe - by Sara Casen

9 November 2017 - 9:25am
This ABC-recipe for making games can help you and your team to understand what should be done and when. It offers a guideline for working iteratively on games, minimizing stress and optimizing testing your upcoming game!
Categories: Game Theory & Design

Orwell was released... and the world changed - by Melanie Taylor

9 November 2017 - 6:53am
In the first of a series of blog posts on Orwell: Ignorance is Strength, we take a look at how things have changed since the release of Orwell: Keeping an Eye on You, and the substantial impact of those changes on the game, our studio, and the world.
Categories: Game Theory & Design

Level Design First Blocks: Part 2 – Level Design Theory - by Max Pears

9 November 2017 - 6:50am
This is the second part of my three part series where I discuss some of the best practices to think about when making levels. These are guidelines which will help shape your levels and take them to the next "Level" ....aha puns
Categories: Game Theory & Design

25 Best Metrics to Help You Track User Loyalty - by Vasiliy Sabirov

9 November 2017 - 6:50am
Measuring user loyalty remains one of the most important questions for product’s success. Let's see all the major metrics that you need to know to calculate your user loyalty.
Categories: Game Theory & Design

The “skip button” dilemma - by Sergio Rosa

9 November 2017 - 6:50am
Why do some have problems with a "skip boss" button or "exploration mode" but, at the same time, consider unskippable cutscenes/dialogues a design flaw? Could it be that gameplay and story are not working together to deliver a cohesive experience?
Categories: Game Theory & Design

6 Reasons Improbable's SpatialOS isn't ready for Virtual Reality - by Carleton DiLeo

9 November 2017 - 6:49am
VR development on SpatialOS isn't easy so I decided to create a short write up about the main problems I've faced.
Categories: Game Theory & Design

Slow-mo Tips And Tricks - by Megan Fox

9 November 2017 - 6:48am
Ever wanted cool slow-mo pulses in your game? Ever wanted to let your player run around at full-speed while the rest of the game is in slow-mo? Read on!
Categories: Game Theory & Design

Preparing For & Surviving Gaming Expos As An Indie - A PAX Aus Post Mortem - by Meredith Hall

9 November 2017 - 6:48am
My name is Meredith. I’m the Producer at Ultimerse, a virtual reality company in Melbourne, Australia. We just exhibited at PAX AUS for the very first time, and there are a million things I wish I’d known - here are just a few of them.
Categories: Game Theory & Design

The Growth in Norwegian Game Studios - by Dylan Moran

9 November 2017 - 6:47am
The Norwegian gaming industry has achieved a lot more than the targets.
Categories: Game Theory & Design

Worldbuilding With NPC Dialogue: A Beginner's Guide - by Natalie Mikkelson

9 November 2017 - 6:23am
How to breathe life into an open world game using non-narrative dialogue.
Categories: Game Theory & Design

Share & Embed Unity WebGL Games Just about Anywhere! - by Rocco Balsamo

8 November 2017 - 6:54am
I've built a website called SIMMER.io that makes sharing Unity WebGL games as easy as using YouTube. It's free too!
Categories: Game Theory & Design

The 3 Factors that Lead to Emergent Gameplay - by Josh Bycer

8 November 2017 - 6:52am
Emergent Gameplay is a concept that many games claim they have, but few do. In this post, we're going to examine some of the conditions that need to be in a game for emergent elements to be possible.
Categories: Game Theory & Design

Day 36 of 100 Days of VR: Getting Our FPS Game Running in VR - by Josh Chang

8 November 2017 - 6:51am
Today, we’re finally going to work in VR! We're going to try and convert our simple FPS into a VR experience that we run from our phone!
Categories: Game Theory & Design

Selecting by Weighted Angle - by E McNeill

8 November 2017 - 6:44am
A selection algorithm, especially useful for VR games that use laser pointer controls.
Categories: Game Theory & Design

5 Radical Ideas for Dialogue Systems - by Bobby Lockhart

7 November 2017 - 9:06am
There has been a little innovation in systems of conversation, but there's also been frustration in their stagnation. So here are a few notions just to get the field in motion.
Categories: Game Theory & Design

Fantasy Worldbuilding Tips for Beginners - by Sande Chen

7 November 2017 - 9:05am
In this article, game writer Sande Chen sums up advice from a 2017 NYCC panel about fantasy worldbuilding.
Categories: Game Theory & Design

Experiments in game distribution using Ethereum - by Maciej Biedrzycki

7 November 2017 - 6:25am
Recently we were asked by Gamenation to participate in the launch of an experimental Ethereum-based game distribution platform. Although Book of Demons is still in Early access, the project launches today, and here are our thoughts about the whole thing.
Categories: Game Theory & Design

Duck Season: All About Imagination - by Jack Pritz

7 November 2017 - 6:23am
Analysis of Duck Season's Premise, Theme, and Moral Argument.
Categories: Game Theory & Design

Day 35 of 100 Days of VR: How to Run Google Cardboard on an Android Device in Unity - by Josh Chang

7 November 2017 - 6:23am
Yesterday we looked at how we can work with VR and went through the basic demo and understood how everything worked. Today, we’re going to look at how we can install our game directly into the phone.
Categories: Game Theory & Design

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