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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

Sound design of sci-fi weapon - by Alex Mars

1 September 2017 - 7:07am
In this post, I will show you how to do a few sound designs for a cool sci-fi weapon.
Categories: Game Theory & Design

EXCLUSIVE: Ten ways analytics can protect players from addiction - by Mark Robinson

1 September 2017 - 6:48am
With Tencent restricting access to its biggest grossing mobile games to protect young players from addiction, should western games companies be doing more? And if so, could analytics be the answer?
Categories: Game Theory & Design

Lessons From Suzy Cube: Improved Mobile Performance Through a Custom Culling Solution - by Louis-Nicolas Dozois

1 September 2017 - 6:48am
Optimization is, of course, important regardless of your target platform but on mobile platforms, it can make the difference between a game that feels great and one which feels unpolished. This article focuses on the custom culling system use in Suzy Cube
Categories: Game Theory & Design

The Wayfarer WIP Mega Post - by Jake Jollimore

1 September 2017 - 6:40am
Migrated posts from my official site discussing the development of the 3D dungeon crawler 'The Wayfarer'.
Categories: Game Theory & Design

Star Citizen: A Close Look at the Cash - by Matt Brady

1 September 2017 - 1:06am
In article two of this 3-part series, I use headcount and industry comparables to create optimistic and pessimistic predictions of how much cash Star Citizen has, and how much development runway they have left. The results are not pretty.
Categories: Game Theory & Design

gamescom 2017 – Media coverage analysis - by Thomas Bidaux

31 August 2017 - 8:08am
The yearly look at the gamescom media coverage.
Categories: Game Theory & Design

Making Portal Painter in ARCore - by Jane Friedhoff

30 August 2017 - 7:59am
Some tips and tricks learned from developing an AR Experiment with Google and ARCore.
Categories: Game Theory & Design

Groups divided – competition among groups - by Sita Vriend

30 August 2017 - 6:24am
Knowing how we behaving in groups and towards other groups is very useful in social games and multiplayer games, especially games where groups compete against other groups.
Categories: Game Theory & Design

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