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How Photopia Engenders Powerlessness - by Nikhil Murthy

10 July 2017 - 7:06am
Breaking down how the 1998 IF Photopia built a feeling of powerlessness.
Categories: Game Theory & Design

Bitmask Multi State Machine - by Karol Stola

10 July 2017 - 7:05am
A convenient and lightweight state machine implementation, that allows for multiple states active at the same time and makes complex transitioning easy to define and maintain.
Categories: Game Theory & Design

How I scare people (Personal tips for creating horror games) - by Ahmet Kamil Keles

10 July 2017 - 6:57am
As a horror game developer (mostly known with Clown House, Self, Interactive Horror Stories), I have got some theories about how to create a game that scares people. They worked for my games, I'll share them! Examples from my games are given.
Categories: Game Theory & Design

Video Game Deep Cuts: A Failure To NBA Jam - by Simon Carless

9 July 2017 - 8:06am
This week's longform game article/video highlights include GDC's Indie Summit Failure Workshop, an oral history of NBA Jam, and lots more.
Categories: Game Theory & Design

[Video] Why Dark Souls Should Have an Easy Mode - by Stanislav Costiuc

7 July 2017 - 6:49am
We're going to talk about the nature of difficulty levels and difficulty scaling, and how that should apply to hardcore games like Dark Souls.
Categories: Game Theory & Design

4 Most Anticipated Sequels and Expansions to be Released in Q3 2017 and Beyond - by Ben Sim

7 July 2017 - 6:25am
There are so many video game sequels and expansions that was released in the previous 2 quarters of 2017. Tekken 7, Injustice 2, Tom Clancy Ghost Recon: Wildlands, Resident Evil 7: Biohazard; the list goes on...
Categories: Game Theory & Design

Developing Mobile VR Games - by Soma Szarka

7 July 2017 - 6:25am
We have made 2 VR titles for Gear VR in the past year. We'd like to share our experiences with everyone, so we decided to make a presentation, which we have presented at universities and other events. I wanted to write this so you guys can read it too. :)
Categories: Game Theory & Design

When It's Not Punny Anymore - by Sande Chen

7 July 2017 - 1:32am
In this article, game writer Sande Chen explains why puns, cultural references, and jokes in games are not always appreciated.
Categories: Game Theory & Design

Selling packs: Evaluating and improving store through UI/UX methods - by Yevgen Grishenko

7 July 2017 - 1:31am
Heuristic evaluation is a powerful tool for analyzing possible UI/UX design drawbacks. Used mainly for apps, it may be applied to games too, and in this article I made an attempt to analyze Star Wars: Galaxy of Heroes currency and IAP shop with this tool.
Categories: Game Theory & Design

How to Get Into Game Development: Top Tips - by Michael Smith

7 July 2017 - 1:29am
Learn how to get involved with game development on all levels and in all sectors of the gaming industry with these top tips.
Categories: Game Theory & Design

Five useful design observations from X-Wing Miniatures - by Bryant Francis

7 July 2017 - 12:51am
In which your humble contributing editor attempts to parlay his obsession with tiny Star Wars ships into useful game design observations.
Categories: Game Theory & Design

Six useful design observations from X-Wing Miniatures - by Bryant Francis

7 July 2017 - 12:51am
In which your humble contributing editor attempts to parlay his obsession with tiny Star Wars ships into useful game design observations.
Categories: Game Theory & Design

Where Are HTML Games Heading in the Future? - by Jennifer Mendez

6 July 2017 - 7:25am
Do you know anything about HTML games? Do you know why they're important, or how they will be playing a role in the future? Find out the facts.
Categories: Game Theory & Design

How Night in the Woods creates nostalgia for itself through music - by Harm-Jan Wiechers

6 July 2017 - 7:24am
Or: how less is more when it comes to music and emotions. NITW uses its soundtrack to create emotions in players in a subtle yet powerful way. Here I'll show some examples and give my opinion on why subtlety is so powerful!
Categories: Game Theory & Design

Why Valves new SteamVR Knuckles are important for VR - by Denny Unger

6 July 2017 - 7:20am
User interfaces in virtual reality start with your hands. Valve's upcoming finger-tracking "Knuckles" controllers have the capacity to do more than just a motion controller or data glove.
Categories: Game Theory & Design

postmortem - xoEl empire - by José Chacon

6 July 2017 - 7:16am
In this article I wanted to explain the decisions made to create xoEl empire, our first game for PC, from conception to what we learnt in the development process.
Categories: Game Theory & Design

Why Zelda 1 still holds up - by Mark Sylvia

6 July 2017 - 7:16am
All of its design quirks have inspired several trends in video games throughout the years, especially this generation of games, particularly the now ubiquitous sandbox action titles like The Witcher 3 and the Grand Theft Auto series.
Categories: Game Theory & Design

28 Metrics To Track Your Mobile App Performance - by Vasiliy Sabirov

5 July 2017 - 7:26am
Check an overview of the 28 key metrics that you need to know on when developing your mobile apps.
Categories: Game Theory & Design

VR Tutorial Breakdown: Fallout VR VATS Mechanic - by FusedVR Team

5 July 2017 - 7:25am
A walkthrough of FusedVR's implementation of the Fallout VR VATS mechanic.
Categories: Game Theory & Design

5 Steps for Building a Great Control Scheme - by Josh Bycer

5 July 2017 - 7:25am
Creating an effective control scheme is an important skill, and today's post looks at five key tips that can help you regardless of genre or design.
Categories: Game Theory & Design

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