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Trends of China Game Market and Strategies You May Consider (Report) - by Mantin Lu

27 November 2017 - 8:35am
GPC published the latest China Gaming Industry Report releases statistics in China game market from Jan to Jun 2017 and conveys a lot of valuable information. I am sharing some data here and provide some advice regarding the moves to take in China market.
Categories: Game Theory & Design

Is it Wrong to make a Game too Challenging (or too Opaque)? - by Lewis Pulsipher

27 November 2017 - 8:28am
Why would it bother anyone that a game is too hard for them to play? The notion that it's "wrong" to make a game "too challenging" is another instance of Rampant Egalitarianism, trying to make everyone conform to the lowest common denominator.
Categories: Game Theory & Design

PLAY(IN)SHANGHAI - A documentary about playing in China - by Esteban Grine

27 November 2017 - 8:05am
PLAY(IN)SHANGHAI is a brief documentary based on an interview I Had with former Kotaku journalist Eric Jou. We discuss about the state of the chinese videogames market and how actually intersting and different it is.
Categories: Game Theory & Design

Scripting Lessons I Learned at My First Job in Game Development - by Oleg Fursenko

27 November 2017 - 8:05am
In this post, I share most important things I learned scripting systems and content in a mobile farming game with strong narrative.
Categories: Game Theory & Design

Dark Souls Game Design Analysis: Why Do We Come Back To Die? - by Alberic Davila

27 November 2017 - 8:05am
The Souls series is one of the most punishing games to date. It's unforgiving, punishing, and brutal. But why do we keep coming back even after dying countless times? Join me in this in-depth game design analysis to find out.
Categories: Game Theory & Design

Editing Architecture of System for Reading Input Devices - by Eugene Solyanov

27 November 2017 - 8:05am
In this article I will review how to architect a system that reads data from input devices. This doesn't sound complicated: read data from mouse, keyboard, and joystick and call them in a correct place. What's wrong with this approach?
Categories: Game Theory & Design

The video games industry forms a coalition to fight the lootcrate gambling crisis. - by Kenneth Tran

27 November 2017 - 8:05am
​As a result of the increasing external pressure for reform and regulation on the games industry, a group of industry leaders and experts has agreed to come together in a more permanent way, forming the National Committee for Games Policy (NCGP).
Categories: Game Theory & Design

Hyper-casual gaming and monetisation - by Mehmet Ecevit

27 November 2017 - 8:05am
Hyper-casual gaming and monetisation
Categories: Game Theory & Design

Video Game Deep Cuts: HAL In The Clouds, Monster-Free - by Simon Carless

25 November 2017 - 11:51pm
The latest Video Game Deep Cuts includes a look at HAL Laboratory's last self-published title, a poke at a famous game artwork's use of Mario's clouds, and how SOMA's patch allows you to play sans monsters. 
Categories: Game Theory & Design

Solid9 Studio and Exorder: A Story of Perseverance - by Rafal Belke

22 November 2017 - 7:28am
This is the tale of Solid9 Studio and their game, Exorder. They set off on a journey and survived many adventures, including an encounter with a stranger bearing a poisoned apple.
Categories: Game Theory & Design

Tencent and NetEase announce Q3 results - by Lisa Hanson

22 November 2017 - 7:27am
The gaming trend that cannot be ignored is the global success of Battle Royale games. Not to be left behind, Tencent and NetEase recently unveiled plans to compete in this segment.
Categories: Game Theory & Design

Urza’s Dream Engine & The RoboRosewater RoboDraft: Creating a machine learning algorithm to illustrate Magic cards - by Andy Wallace

22 November 2017 - 7:27am
I spent that last two months teaching a bot to create illustrations for Magic: The Gathering cards designed by another bot. How I built Urza's Dream Engine to generate art for RoboRosewater cards and the tournament that humans played with automated cards.
Categories: Game Theory & Design

The Games That Inspired me to Become a Developer - by Michael Smith

22 November 2017 - 7:27am
These are the games that changed things for me, the games that made me what I am.
Categories: Game Theory & Design

The Entity-Component-System - An awesome game-design pattern in C++ (Part 1) - by Tobias Stein

22 November 2017 - 7:25am
In this article I want to talk about the Entity-Component-System (ECS). It is a design pattern – mostly encountered in video games – which allows you great flexibility in designing your overall software architecture.
Categories: Game Theory & Design

The Entity-Component-System - BountyHunter game (Part 2) - by Tobias Stein

22 November 2017 - 7:25am
This is the second part of my series "The Entity-Component-System". This time I am going to show how to use the ECS implementation from my first post and build a game with it.
Categories: Game Theory & Design

Creating A Board Game On Platform Cooperativism - by Pietro Polsinelli

21 November 2017 - 7:42am
How I created a board game on the theme of platform cooperativism and its difficulties, as outlined by Trebor Scholz (so an "edu" board game).
Categories: Game Theory & Design

Project Management Part 3: Burning Money, Brain Power and Morale To Make Your Game - by Sara Casen

21 November 2017 - 7:42am
When making a game you need to keep track of what resources you are burning. It's far more than just time and money. This is Midnight Hub's last post in a series about how to reduce stress when working with games!
Categories: Game Theory & Design

The eSport games of the future - by Daniel Stanford

21 November 2017 - 7:41am
With the eSport industry showing a continued growth, technology becoming more advanced and the possibility of eSports making it as an Olympic event, I’ve taken a closer look at what eSport games we can expect in the future.
Categories: Game Theory & Design

Fundamental Mistakes that Every Indie Developer should Avoid - by Anderson Addo

21 November 2017 - 7:39am
Being a hobbyist developer if really fun. But it's also demanding - it requires that you be able to take responsibility for every single aspect of development. This article talks about some fundamental mistakes every developer should be aware of and avoid
Categories: Game Theory & Design

The five biggest lessons we learned making a game in our spare time - by Scott Beca

21 November 2017 - 7:37am
As a studio of two we have spent evenings and weekends for years working on a game. With day-jobs, we have struggled to maintain momentum on our personal project. In this article, we'll talk about the lessons we've learnt trying to get our game finished.
Categories: Game Theory & Design

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