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Updated: 23 hours 33 min ago

High End, Low Rez - by Ryan Davis

4 October 2017 - 6:38am
Strong designs include strong limits. 30 minute talk explaining how uncomfortable limits from the 80's can have a focusing effect on your game's design, look, gameplay, and marketability without sacrificing modern gamefeel.
Categories: Game Theory & Design

Work in the Game Industry Without Being an artist, designer or programmer - by Jasmine Greene

4 October 2017 - 6:37am
Many people think the only way to work in the game industry is to be a programmer, artist, composer or game designer. Luckily, you can still work in the industry outside of these fields!
Categories: Game Theory & Design

Game devs - why to start looking for learning? - by Ajeet Singh

4 October 2017 - 6:36am
Gaming industry is a world where we-game developers, a team of talented graphic designers, artists, programmers, and skilled artisans pours our talents.
Categories: Game Theory & Design

Failure by Design: Encouraging learning through failure with games. - by Dennis Ramirez

4 October 2017 - 6:35am
People generally hate to fail. In videogames, however, failure is expected and even celebrated. What can we learn from games if we want to foster this kind of perseverance in other contexts?
Categories: Game Theory & Design

State of El Salvador’s game development industry – 2017 Blue&White Edition - by Sergio Rosa

4 October 2017 - 6:34am
The “game development industry” in this country is currently a mixed bag, and I do think we are doing pretty bad, from the limited number of games to the extremely long development times. However, there's chance things will improve in the near future.
Categories: Game Theory & Design

Day 19 Creating Player Health System and Health UI in Unity Following 1 - by Josh Chang

4 October 2017 - 6:33am
In the current state of our game, we can defeat the enemy, however we can never lose. Today we’re going to create a health system to fix this problem.
Categories: Game Theory & Design

My Journey in Game Development - by Peter Smalls

4 October 2017 - 6:18am
How I built an unrelated business, left my dreams behind and then eventually found my calling as a game developer.
Categories: Game Theory & Design

First Ever Steam Launch is bad for my health - by Matthew Phillips

4 October 2017 - 6:18am
I thought everything would be great and I was prepared...not even close.
Categories: Game Theory & Design

Takeaways from showing my game for the first time at a festival - by Dan Williams

3 October 2017 - 6:35am
In this post I'll go over some tips and observations I found from showing my first commercial game Gravestuck for the first time at the Boston Festival of Indie Games.
Categories: Game Theory & Design

[User Interaction]: Press “O” to open: the running joke behind my un-streamlined controls - by Constantin Bacioiu

3 October 2017 - 6:35am
This post covers what I learned after demoing a game that did not offer conventional keyboard controls. 40% of my players never made it past the main menu because the controls were not standard.
Categories: Game Theory & Design

Dissecting Design -- Cuphead - by Josh Bycer

3 October 2017 - 6:34am
Each week, Josh of Game-Wisdom examines one game for his Dissecting Design series. This week, we're talking Cuphead.
Categories: Game Theory & Design

Game Design Inspirations: Heat Signature’s Galactic Zoom and Teleporting Items - by Paul Gadi

3 October 2017 - 6:29am
Groundbreaking games of recent years have taken the rogue-like genre and evolved them into something new. Heat Signature is another great game to add to that list, with its amazing Galactic Zoom mechanic.
Categories: Game Theory & Design

100 Days of VR: Day 18 Creating Weapon Ammo in Unity - by Josh Chang

3 October 2017 - 6:29am
2 days ago, on Day 16, we created a reload system and just yesterday we started shooting lasers at enemies, today, we're going to continue and create a reload system and some UI to display our reload.
Categories: Game Theory & Design

From Zero to Bazoo on the Developer’s Side - by Julien Jorge

3 October 2017 - 6:27am
Developing Bazoo was quite an adventure. I've been a developer on the project since more than three years now and I'll tell you everything we did, everything we tried and every stuff we trashed, from the early drafts to the final product.
Categories: Game Theory & Design

The MMO Metamorphasis - how the industry has changed - by Anderson Addo

2 October 2017 - 7:03am
The MMORPG industry hasn't been static. It's has gone through some rather painful changes since its inception. Learn what caused the scales to tip.
Categories: Game Theory & Design

What Is Games ‘User Experience’ (UX) and How Does It Help? - by Sebastian Long

2 October 2017 - 7:01am
For developers unfamiliar with UX or wanting an easy overview: What is Games UX? What does it do for you and your team? How can I know if my game needs UX attention? What is the difference between UX and UI?
Categories: Game Theory & Design

The FAQ and A of Starting as an Indie Dev - by Telly Lee

2 October 2017 - 7:01am
Here are three questions I'm frequently asked about getting into indie game development and the tough answers not everybody wants to hear.
Categories: Game Theory & Design

Scholars discuss Nioh's use of Japanese Folklore - by Bob Whitaker

2 October 2017 - 7:00am
Historian John Harney and Professor Michael Dylan Foster of University of California, Davis discuss Japanese folklore and yokai in Team Ninja’s Nioh.
Categories: Game Theory & Design

Extinction: Raptr Says Goodbye - by Adam Sellke

2 October 2017 - 6:59am
A public service announcement on how to keep your gameplay data alive after Raptr's demise.
Categories: Game Theory & Design

Why you probably shouldn't work on your dream game - by Catalin Marcu

2 October 2017 - 6:53am
Whoa, please, put you pitchforks down! Just hear me out first. I'm also an indie developer and I have these dream games I'd like to work on. But when choosing something to invest time and money into, I try to be a bit more realistic. So let me tell you...
Categories: Game Theory & Design

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