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Resident Evil replay value - by Arnaud Thion

13 July 2017 - 6:50am
I've been playing Resident Evil Remastered and Resident Evil 7 quite a few times and, which is most important, always with the same pleasure... I'm trying to understand why.
Categories: Game Theory & Design

VR Comfort and Optimisation in Sublevel Zero Redux - by Luke Thompson

13 July 2017 - 6:49am
In bringing Sublevel Zero Redux (our roguelike six-degree-of-freedom shooter) to VR we've had to overcome serious design and technical challenges. We dive into some of the solutions we've implemented to make such an intense game a great VR experience.
Categories: Game Theory & Design

The Hidden Complexity of Video Slot Games - by Timothy Ryan

12 July 2017 - 7:08am
Everything I wish I knew about video slot games before I started making them
Categories: Game Theory & Design

Best Practices: Game Websites and Landing Pages - by Jennifer Mendez

12 July 2017 - 7:07am
Steam isn't the only option: selling your game on your website is highly encouraged. Here is what that entails, and how to create the perfect landing page to compliment it.
Categories: Game Theory & Design

Making one player video games. - by Alvaro Salvagno

12 July 2017 - 7:06am
An article on how game duration is an intrinsic part of the aesthetic qualities of video games that produce meaning and can impact the player.
Categories: Game Theory & Design

The Ronimo coding style guide - by Joost van Dongen

11 July 2017 - 8:42am
Reading code from your team members is easier and faster if all code adheres to the same formatting and naming conventions. Also, some C++ code constructions are better avoided altogether. That's why we have a rather strict coding style guide at Ronimo.
Categories: Game Theory & Design

Make it difficult, not punishing - by Ricardo Valerio

11 July 2017 - 8:41am
Difficulty plays a big role in keeping players motivated and engaged. It is a source of satisfaction. But why is that, how does it work and how can we design good challenges, and avoid frustration?
Categories: Game Theory & Design

Fun Physics and Animals with Superpowers - by Antti Kananen

11 July 2017 - 8:40am
Games can teach you in fun ways while you're playing and experiencing them. Read more how you can learn "fun physics" from Crashing Season mobile game.
Categories: Game Theory & Design

How Angry Birds 2 Multiplied Revenues in a Year - by Michail Katkoff

11 July 2017 - 8:39am
Angry Birds 2 is a best in class example of a casual game that has successfully adopted traditional mid-core mechanics. A year after its launch Angry Birds 2 has steadily multiplied its revenue with an amazing string of updates.
Categories: Game Theory & Design

Should You Self-Publish or Work With a Publisher for Your Next Indie Game? - by Jennifer Mendez

11 July 2017 - 8:39am
Do you want to go about publishing traditionally, or take matters into your own hands? Maybe it's time to read up on some pros and cons before making a decision.
Categories: Game Theory & Design

TELLING MORE WITH LESS - The Last of Us Mini Analysis - by Kaleb Nekumanesh

11 July 2017 - 8:39am
A mini analysis exploring the narrative of The Last of Us and how it affects the gameplay and therefore the experience of the player.
Categories: Game Theory & Design

The Co-Creator of Bendy and the Ink Machine Talks Accidental Success - by Tyler McAuley Vallier

11 July 2017 - 8:24am
The co-creator of Bendy and the Ink Machine talks "Accidental Success". He discuss his relationship with his business partners and their journey from fluke game to full fledged studio.
Categories: Game Theory & Design

Working with Intellectual Property: It's Freakin' Sweet, I Tell Ya H'what - by Katrina Wolfe

11 July 2017 - 8:24am
Intellectual properties can be a wonderful addition to a game -- once everything is approved! This article discusses the process of working with 5 (!!) different IP holders for Kongregate's "Animation Throwdown: The Quest for Cards."
Categories: Game Theory & Design

How Mobile App Attribution Hurts Your Acquisition Efforts - by Roman Zhdanov

11 July 2017 - 8:24am
This post will help mobile game developers understand how attribution is used in the complex mobile app ecosystem, and the complications that can arise with attribution when a company has many different user acquisition channels.
Categories: Game Theory & Design

What Killed the MMOG? - by Ramin Shokrizade

11 July 2017 - 7:19am
World of Warcraft at its peak was a sensational success. That success attracted opportunistic agents that preyed on weaknesses in the game's economy and business model design. Without solutions, the MMO genre became increasingly non-viable commercially.
Categories: Game Theory & Design

Paper Playtesting and Roleplaying as an NPC to design "The Irregular" - by Lanie Dixon

11 July 2017 - 6:28am
We saved thousands of dollars and weeks of work by "getting into our players' heads" by designing a printed paper version of our showcase VR game. We share our playtesting process and lessons for running your own UX tests on paper prototypes.
Categories: Game Theory & Design

Steam Greenlight vs. Steam Direct: What indies need to know - by Sheena Perez

10 July 2017 - 7:26am
Are you familiar with Steam Greenlight? Heard the news?! There's a new system in town called Steam Direct and here's some things you should know.
Categories: Game Theory & Design

The Illusion of an Analog World - by Thomas Grip

10 July 2017 - 7:13am
There is something about unclear options which make choices a lot more interesting. This post goes into the reasons behind this, and various ways of achieving it in games.
Categories: Game Theory & Design

A Look at Ludomechanical Dissonance - by Josh Bycer

10 July 2017 - 7:13am
Ludonarrative Dissonance has become a popular discussion point for when story and game design conflict. For today, I want to try and come up with a term for when mechanics conflict with each other.
Categories: Game Theory & Design

Troubleshooting Unity build for Android platform - by Shobhit Samaria

10 July 2017 - 7:08am
Listing out the common problems faced when building for Android from Unity with the solutions that worked for me. This should be a handy troubleshooting guide when doing the build.
Categories: Game Theory & Design

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