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Updated: 3 hours 19 min ago

A Study of microscopic crowd simulation methods and their use in Games - by Maurits Hartgerink

29 January 2018 - 6:51am
article on a paper I am currently writing to find the best methods of human crowd simulation for video game environments.
Categories: Game Theory & Design

Build Better Boxes - by Klaus HufnaglAbraham

29 January 2018 - 6:51am
How Casino Slot design best practices could lead to better Loot Box design.
Categories: Game Theory & Design

Entertaining players while waiting for matchmaking - by Joost van Dongen

29 January 2018 - 2:07am
If high quality matchmaking is important, waiting times to find suitable opponents are often unavoidable. This post discusses the problems we had in Awesomenauts with our initial approach to this and how we made waiting a bit less boring later on.
Categories: Game Theory & Design

Spring Cleaning and a Post-mortem - by Amanda Lim

26 January 2018 - 6:53am
For Emery was launched about a week ago to no fanfare, and barely a reaction from myself, the sole developer of the interactive novel. What went wrong?
Categories: Game Theory & Design

How to Make Healthy Games - by Ramin Shokrizade

25 January 2018 - 7:36am
Ramin identifies the two core consumer needs in IM, and suggests that by meeting those needs directly we can improve product success and consumer health. He also shows us how. Part two of a two part series.
Categories: Game Theory & Design

Are video games underpriced? - by Leonard Perez

25 January 2018 - 6:43am
The objective of this article is to discuss if modern games are underpriced or overpriced, and how publishers and developers
Categories: Game Theory & Design

Red Flags on the Job Hunt: Student Edition - by Meagan Byrne

25 January 2018 - 6:42am
Students are given lots of advice on how to make themselves attractive to employers, but very little about what to watch out for when job hunting. Let me unload a decade of job hunting and working experience and give you some red flags to watch out for.
Categories: Game Theory & Design

How to Use Persistent Systems to Improve Progresssion - by Josh Bycer

25 January 2018 - 6:40am
Persistent systems are a popular form of progression in rogue-like and match-based games, we're going to talk about the best and worst uses of them.
Categories: Game Theory & Design

Localizing Achievements, Trophies, and Other Shenanigans - by IGDA Localization SIG

25 January 2018 - 6:39am
The localization of a console/PC game’s achievement and trophy assets can be extremely time-consuming and inefficient if not done properly. In this article, I will provide a few tips for both developers and translators to maximize efficiency.
Categories: Game Theory & Design

Farlands - What Is Good Game Design? - by Stanislav Costiuc

25 January 2018 - 3:02am
After a little hiatus, I'm back with a video discussing which directions to follow to evaluate if your design is good.
Categories: Game Theory & Design

IGDA Survey Shows Diversity and Job Stability Concerns - by Sande Chen

25 January 2018 - 3:02am
In this article, game designer Sande Chen relates the lack of progress on diversity and job stability, as indicated by the IGDA 2017 Developer Satisfaction Survey.
Categories: Game Theory & Design

Sound design with our own voice - by Alex Mars

25 January 2018 - 3:02am
Today I'm gonna show you how I use my voice in the sound design process.
Categories: Game Theory & Design

Data-Driving Unreal Engine 4 for Workflow, Hotfixes, and Live-Ops - by Trent Polack

25 January 2018 - 2:58am
Avoiding reliance on cooked/binary data for data-driven game elements and/or everyday workflow and using basic JSON files for data. And JSON is, of course, introduced by none other than Ethan Mars from Heavy Rain.
Categories: Game Theory & Design

Teaching players to rig elections - by Alex Driml

24 January 2018 - 7:20am
How we made a game with the purpose of teaching people about politics without being boring.
Categories: Game Theory & Design

5 Common mistakes made by students making their first games and how to fix them - by Stuart Lilford

24 January 2018 - 7:18am
As a lecturer in game design I see and play a lot of student games. lot of these games seem to make the same recurring mistakes. This article hopes to help provide solutions on how to avoid these mistakes with your first game.
Categories: Game Theory & Design

The Maturing Mobile Market: Why Fostering Firm Feedback Pays Off - by Lauri Lukka

24 January 2018 - 7:16am
This two-part series explores the contemporary practices in mobile game development by interviewing nine Finnish mobile game studios.
Categories: Game Theory & Design

Join the Heist: Behind the Burgal (Part 2) - by Blair Pyle

24 January 2018 - 7:15am
With the upcoming launch of Burgal's Bounty, I wanted to write about the long history of the game and some of the challenges of the development process. Burgal's Bounty is coming to iOS and Android on February 15th, 2018. 
Categories: Game Theory & Design

Phaser to iOS without PhoneGap or Cordova - Touch & Sound - by Harold Bowman-Trayford

24 January 2018 - 7:13am
Follow up to my previous post in which I covered the basics of getting an image loaded into Phaser, this time I add touch and sound.
Categories: Game Theory & Design

Avoiding PCG Pitfalls - by Rik van Peer

24 January 2018 - 7:12am
PCG is a powerful technique that can help projects achieve great things. However, there are certain pitfalls that can end up costing you time instead. This article talks about some of those pitfalls and certain steps you can take to avoid them.
Categories: Game Theory & Design

The best animator’s experience possible: an approach to rigging - by Dave Reuling

24 January 2018 - 6:00am
while only animators have to work with rigs not every rig is build for the best animator experience possible. In this article I will discuss my approach to rigging. With the goal in mind to create the best animator's exprience possible.
Categories: Game Theory & Design

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