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Dead Body Falls: Shaping narrative through level design - by Gabriel Padinha

29 June 2018 - 6:57am
Dead Body Falls takes place in a fictional hotel, with a disturbing and lonely setting to pass the player the feeling of something's wrong and, in a deeply view, not real. How did we shape such narrative through level design to reach this feeling?
Categories: Game Theory & Design

10 Lessons from Making 100 Games in 5 Years - by James Cox

29 June 2018 - 4:30am
What can be gained from long-term rapid development - say, making 100 games in 5 years? Here, we’ll condense and sort that experience into 10 compact lessons.
Categories: Game Theory & Design

Using achievement stats to estimate sales on steam - by Tyler Glaiel

29 June 2018 - 2:01am
Recently a new method of estimating sales data for games on steam based on achievment stats showed up on the site barter.vg. I reverse engineered it then improved upon it, and here's how.
Categories: Game Theory & Design

Learning From Mistakes: The Moon Hunters Launch - by Tanya X. Short

29 June 2018 - 12:05am
One indie team lead shares her lessons learned from mistakes made when launching her studio's biggest game, Moon Hunters, in 2016.
Categories: Game Theory & Design

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