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Updated: 21 hours 30 min ago

Oversharing About Overriding - by Zulu OneZero

14 November 2018 - 6:56am
The why and how of using the overriding directive in game programming
Categories: Game Theory & Design

The Risks of Making Safe Games - by Josh Bycer

14 November 2018 - 6:56am
Today's post looks at how the bar continues to be raised for design and aesthetics, and what that means for working on the next "big hit."
Categories: Game Theory & Design

Restless – Making A New Conversation UI - by Florencia Minuzzi

14 November 2018 - 6:50am
An analysis of the UI and text effects in Restless. Explores factors to be considered when creating new UI – from button shapes to speech bubble layout – as well as ways to create a positive reading experience using text effects.
Categories: Game Theory & Design

VR for the Game Music Composer: Audio for VR Platforms - by Winifred Phillips

13 November 2018 - 7:34am
Game composer Winifred Phillips looks at developments with VR platforms & their SDKs, focusing on audio issues. Included: Soundfield for AR, Spatial Sound for AR/MR, audio improvements in the Vive & Oculus SDKs, & audio for the new untethered platforms.
Categories: Game Theory & Design

In Defense of Game Review Scores - by Michael Heron

13 November 2018 - 7:27am
Review scores have become very unfashionable. They've been replaced with badges, recommendation lists, and a whole pile of categorizations. Largely though the problem here isn't with review scores. It's in how people use them.
Categories: Game Theory & Design

Social Media: The Double-Edged Sword of Community Engagement - by Taylor Russo

13 November 2018 - 7:19am
It comes as no surprise that the recent insights into the misuse of user data makes us all a little worried about what information we give and what we post. However, what happens when developers need to use social media as a direct line to their audience?
Categories: Game Theory & Design

Create better game settings options (handy checklist) - by Kevin Giguere

12 November 2018 - 7:51am
Because our games don't always get the in-depth testing we require, menus and settings often don't get a proper review. This handy checklist should help you ensure that your menu covers all the basics.
Categories: Game Theory & Design

D&D&Me: Does Dungeons & Dragons Have a Future in eSports? - by Andrew Heikkila

12 November 2018 - 7:50am
Liveplay RPGs and competitive eSports have always been on two opposite ends of the spectrum, but online streaming has tied them together in a fundamental way. Some are deciding to explore that connection further via competitive D&D.
Categories: Game Theory & Design

Adaptive Music with Elias – Tutorial Series – Part 1 - by Dale Crowley

12 November 2018 - 7:49am
Adaptive music has come a long way in the past several years with custom middleware solutions like Elias. This article provides a step by step guide to re-creating an adaptive music project in Elias Studio.
Categories: Game Theory & Design

The Narrative Struggle - by Gregory Pellechi

12 November 2018 - 7:48am
Writing and Narrative Design are about more than telling stories, they're a question of what should be lost in compression that is creating a video game. It's not an easy choice, that's why we explore it on the latest episode of The Writing Game.
Categories: Game Theory & Design

Swift vs Objective-C. Which iOS Language To Choose - by Aleksandra Bessalitskykh

12 November 2018 - 7:41am
Wondering what the difference is between Swift and Objective-C? Which language better suits your project? Check out the detailed Swift vs Objective-C comparison further to make the best choice.
Categories: Game Theory & Design

[Post Mortem - 1 year later]: I managed to ship 6000 copies to stay in business - by Constantin Bacioiu

12 November 2018 - 7:37am
One year ago I failed to ship 700 units to stay in business. Now I'm working on my next game after releasing a major update to the original one. A failure post-mortem one year after. Sales, lucky strikes, community support and a heartfelt thank you update
Categories: Game Theory & Design

Video Game Deep Cuts: A Quiet Man, With Trivial Credits - by Simon Carless

11 November 2018 - 7:27am
This week's highlights include a look at the baffling The Quiet Man, a piece on HQ Trivia's struggles to continue its success, and a look at how credits in video games still aren't going quite right.
Categories: Game Theory & Design

Le Flambeau: A successful recipe to stir up our local game developer community - by Guillaume Boucher-Vidal

9 November 2018 - 9:59am
It can be difficult to invigorate a local community of game developers, but the benefits to a dynamic and tight-knit community are too numerous to pass on. Le Flambeau is a low effort solution that helped bring together game developers in our city.
Categories: Game Theory & Design

Space Frontier 2: Game Design in Depth - by Olin Olmstead

9 November 2018 - 9:47am
A detailed look at the game mechanics underlying Space Frontier 2
Categories: Game Theory & Design

Kliuless? #11: Diablo Fans Feel Blizz-Conned - by Kenneth Liu

9 November 2018 - 9:45am
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Retrospectives are powerful - do them more often! - by Richard Wood

9 November 2018 - 9:44am
Retrospectives are a powerful tool for Producers, but they're often underused. In this blog I outline how I run retrospectives and why I believe they're powerful.
Categories: Game Theory & Design

The Usability Playtest: What it is and How to Moderate One - by Jozef Kulik

9 November 2018 - 7:51am
A usability playtest can be a powerful tool that  leveraged to gain a lens on how players actually experience your game. This article includes various tips to help ensure your own usability playest generates high quality, actionable data.
Categories: Game Theory & Design

Building an immersive soundscape in Shadow of the Tomb Raider - full Q&A - by Chris Kerr

8 November 2018 - 7:29am
Here's the full 5000+ world Q&A with Shadow of the Tomb Raider audio director Rob Bridgett and composer Brian D'Oliveira, digging into the tools and techniques the pair used to create a soundscape fuelled by fear.
Categories: Game Theory & Design

The Making of Cinderella VR - by Laura Tallardy

8 November 2018 - 7:28am
A dev diary for Cinderella VR, just released today. Choosing a concept, planning, learning VR & Unity, making minigames, 2D art and animation, voices, budgets, shipping, etc. Lessons learned from making an indie VR game. Sketches & screenshots too.
Categories: Game Theory & Design