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The Red Stare VR - Fun "Sales" Facts - by Elroy Gopal

6 September 2017 - 7:04am
Fun statistics about releasing The Red Stare VR on Steam as a student team.
Categories: Game Theory & Design

Top 7 App Store Optimization Changes in iOS 11 - by Marcus Kay

5 September 2017 - 6:12am
Apple will launch a brand new app store with iOS 11 in September. Do you know how does it affect your App Store Optimization (ASO) strategy for your games? Below is an overview of the major changes coming to the iOS 11 that you should know...
Categories: Game Theory & Design

Lessons from Suzy Cube: Level Design Breakdown - by Louis-Nicolas Dozois

5 September 2017 - 6:12am
This article is an in-depth look into the design of a level for upcoming 3D platformer, Suzy Cube. In it, we are going to examine the core concepts of the level and look at each individual section of the stage to see how they reinforce those concepts.
Categories: Game Theory & Design

Monthly Crowdfunding Report: August 2017 - by Games and Data

5 September 2017 - 6:11am
Stay up to date on the latest trends in crowdfunding with our monthly reports. This month, we report the data and take a look at the huge gap between the performance of unsuccessful and successful campaigns.
Categories: Game Theory & Design

Lessons of Design from Zoombinis - by Josh Bycer

5 September 2017 - 6:11am
In his weekly "Dissecting Design" series, Josh Bycer took a look at the edutainment hit Zoombinis, and how it not only taught kids puzzle solving, but also effective design for game developers.
Categories: Game Theory & Design

The requirements of good matchmaking - by Joost van Dongen

5 September 2017 - 6:10am
Good matchmaking requires thinking about what your game really needs, and maybe even redesigning some aspects to make matchmaking work. This post explores which things to consider and why you need to limit requirements to avoid endless waiting time.
Categories: Game Theory & Design

The Wayfarer WIP: A Clean Slate, I've Created a Monster, Working my Magic, Preparing for the Future - by Jake Jollimore

5 September 2017 - 6:10am
A large update discussing rework, AI, Spellcasting and editor tools.
Categories: Game Theory & Design

PAX Panel: Is 2017 Going to be the Year of VR? - by Josh Chang

5 September 2017 - 6:09am
Every year someone always says that the next year will be the year of VR. Will 2017 finally be the year of VR? Read on to find out!
Categories: Game Theory & Design

5 important tips to know before developing a mobile game - by Herbert Llanas

5 September 2017 - 6:09am
Learn how to make a game app like a pro. This 5-step process with help you break down the complex process.
Categories: Game Theory & Design

Game Design Inspirations: XCOM 2: War of the Chosen’s Design by Assimilation - by Paul Gadi

5 September 2017 - 6:09am
Splicing an alien mechanic into a game is dangerous and might create a grotesque monstrosity of systems —  Firaxis though assimilate them cleanly onto the XCOM universe to make a great game even better.
Categories: Game Theory & Design

Common Pitfalls in Game Tutorials - by Jose Abalos

5 September 2017 - 6:07am
An analysis at common pitfalls done during game tutorials, and ways of fixing them. Uses the recent showing of Cuphead at PAX 2017 as example.
Categories: Game Theory & Design

The Golden Goal Part 1: The Role of Events in Casual Puzzle Games - by Christian Karrs

5 September 2017 - 6:06am
Reoccurring events have become a stable of casual puzzle games on mobile. From a design perspective, what are these events trying to achieve?
Categories: Game Theory & Design

Video Game Deep Cuts: Maybe Tomorrow, Everybody's Golf? - by Simon Carless

3 September 2017 - 7:05am
This week's highlights include a piece on what happens when The Tomorrow Children goes away, a silly Everybody's Golf video, & a host of other neat articles/videos.
Categories: Game Theory & Design

How to write a press release - by Ludovic Servat

1 September 2017 - 7:12am
Discover how I write press release with helpful tips.
Categories: Game Theory & Design

Pretty Pixels - The value of visuals in game design - by Anderson Addo

1 September 2017 - 7:11am
This blog reveals the importance of visuals in game design, and how the visuals of a game are intimately related to how the gameplay of the game shapes the player's experience.
Categories: Game Theory & Design

3 Lessons from Game Thinking to Help You Innovate Successfully in Games, VR, and Beyond - by Jeanne Joe Perrone

1 September 2017 - 7:10am
Innovating is hard. There is not a clear road, and a disorienting number of possible directions to follow. Innovating and succeeding in the market is even harder; but there are a few lessons we can learn from innovative products...
Categories: Game Theory & Design

Resolving build issues for UWP packages with Unity - by Simon Jackson

1 September 2017 - 7:10am
With the Dream Build Play competition in full swing, it came to light that a bug had developed with the Visual Studio Tools for Unity (VSTU) when building Universal Windows Projects (UWP) which is critically needed for Competition entries. Let's fix that!
Categories: Game Theory & Design

100 Days of VR: Day 2 Going through the Unity Space Shooter Tutorial I - by Josh Chang

1 September 2017 - 7:08am
In Day 2, I move on to the next Unity tutorial, the Space Shooter where I learned how to import assets from the tutorial, move a player ship and shoot projectiles!
Categories: Game Theory & Design

Meeple Like Us, August 2017 - by Michael Heron

1 September 2017 - 7:08am
Here's what's been happening in the world of Meeple Like Us in August of 2017.
Categories: Game Theory & Design

Making A Game With A Deadline - by Ryan Krause

1 September 2017 - 7:08am
Say you have to make a game in a set timespan. Maybe a 24, 48, 72 game jam. Maybe a month, 3 months, 6 months, or a year. Whatever the case, you need to know how to design your game so your game doesn't fall apart near the end.
Categories: Game Theory & Design

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