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Updated: 7 hours 20 min ago

Interview with Kellee Santiago, former CEO of Thatgamecompany - by Jose Gonzalez

21 July 2017 - 7:12am
Interview with Kellee Santiago, former CEO of Thatgamecompany, responsible for Journey, Flow and Flower. This interview serves as an appendix for "Game Development in Latin America
Categories: Game Theory & Design

World designer and why we are facing a new role emerging in industry. - by Andrii Goncharuk

21 July 2017 - 7:11am
Industry of game developing are growing really fast, and new roles emerging all the time, now we are facing a new dedicated role appearing on market. Deidcated world designer! Who he is? What his job is? Whe we need him? Here is quick overview of it.
Categories: Game Theory & Design

Of Telltale Formula and Game of Thrones - by Stanislav Costiuc

21 July 2017 - 7:10am
In this video we'll talk about why Game of Thrones should not allow to retry failed game segments.
Categories: Game Theory & Design

Connecting Characters & the Immersive Experience - by Antti Kananen

21 July 2017 - 7:00am
Does using animal characters in the game make it better? Make the game more attractive to a greater audience? Read out to find out how Koukoi Games dives deeper into this topic what comes to its Crashing Season mobile game franchise.
Categories: Game Theory & Design

Skip the “Game vs Story” and “Entertainment vs Practical-Utility” Traps: The Anatomy of Compelling Experiences - by Felipe Lara

21 July 2017 - 12:36am
Rather than thinking about your game in terms of "game vs story" it is more useful to think of it as an experience. Some experiences are great because of their agency, some because of what they mean, and some because they help us solve a practical problem
Categories: Game Theory & Design

What Lunch Break Game Design Brings to the Table - by Josh Bycer

20 July 2017 - 7:19am
Casual game design comes in all shapes and sizes, and today's post looks at the use of lunch break game design and how it packs a full game into a compact package.
Categories: Game Theory & Design

Passion and Experience: The Avatars Project Postmortem - by justin gibbs

20 July 2017 - 7:18am
This is a postmortem for a summer research project at the Guildhall in conjunction with the Psychology Department at SMU.
Categories: Game Theory & Design

The Avatars Project - Postmortem - by Conor Dalton

20 July 2017 - 7:17am
A behavioral simulation in VR for the Psychology department at Southern Methodist University meant to train individuals to keep them safe, The Avatars Project was much needed upgrade to better benefit the community.
Categories: Game Theory & Design

A vivisection of Plague Inc: The Board Game - Kickstarter - by James Vaughan

20 July 2017 - 7:13am
Plague Inc: The Board Game was my first tabletop game project, and when it all began I was hungry for any advice I could get. Now that we have successfully fulfilled our Kickstarter I wanted to share some of the lessons I’ve learned.
Categories: Game Theory & Design

Interview with Tobias Rusjan from Saibot Studios - by Jose Gonzalez

20 July 2017 - 7:12am
Interview with Tobias Ruskan, lead designer and producer at Saibot Studios, known for the horror saga, "Doorways". This interview serves as an appendix for "Game Development in Latin America"
Categories: Game Theory & Design

Game Texture and Liminal Spaces - by Jonas Kyratzes

20 July 2017 - 7:11am
On strangely enchanting old games, thinking of games in physical terms, and the potential of flaws to create liminal spaces.
Categories: Game Theory & Design

The Worst E3 Ever? 15 Lessons to Take Away from E3 2017 - by Jennifer Mendez

20 July 2017 - 7:11am
This might have been the worst E3 yet, but there's plenty to learn. Here are some takeaways.
Categories: Game Theory & Design

The problems of crowdfunding for games are solved by using cryptocurrency - by Anti Danilevski

20 July 2017 - 7:11am
How free-to-play, indie and mobile games will be finally able to raise funds in crowdfunding effectively.
Categories: Game Theory & Design

Mechanical Foreshadowing - by Nikhil Murthy

19 July 2017 - 8:05am
We're used to the concept of foreshadowing in narrative media, but the same principles can be applied to game mechanics, as a number of existing games already show. This article breaks down how to use this in your games.
Categories: Game Theory & Design

Stores vs. Developers vs. Customers vs. Publishers - by Lars Doucet

19 July 2017 - 7:54am
All of the major game stores (Steam, GOG, Origin, Uplay, itch, etc) serve different groups at the same time, many of which have competing interests.
Categories: Game Theory & Design

Is Your Code Ready to Prevent the Nedelin Catastrophe? - by Bartlomiej Waszak

19 July 2017 - 7:53am
The article presents solutions how to write more reliable game code and avoid common mistakes in video game programming.
Categories: Game Theory & Design

One Draw Call UI - by Niklas Gray

19 July 2017 - 7:51am
This post describes the higher level layers of the immediate mode UI system we use at Our Machinery.
Categories: Game Theory & Design

Making a Splash - by James Youngman

19 July 2017 - 7:51am
On how Splatoon's design allows the game to facilitate wordless communication between teammates.
Categories: Game Theory & Design

Creating Quests Dynamically for Live Action Role-playing games - by Brandon Kidwell

19 July 2017 - 7:50am
How to design quests dynamically for LARP by being flexible, creating atmosphere, and keeping rewards in-game.
Categories: Game Theory & Design

Interview with Carlos Bordeu from ACE Team - by Jose Gonzalez

19 July 2017 - 7:49am
Interview with Carlos Bordeu, lead designer and producer at the ACE Team, responsible for Rock of Ages, The Deadly Tower of Monsters, Zeno Clash and Abyss Odyssey. This interview serves as an appendix for "Game Development in Latin America"
Categories: Game Theory & Design