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Updated: 13 hours 43 min ago

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

What we can learn from indie fiction authors - by Chris Zukowski

23 January 2018 - 7:55am
Independently published authors somehow figured out how to survive even though there are over 100,000 eBooks published every year. They have a lot that they can teach us about marketing our self-published games.
Categories: Game Theory & Design

Inspired by the one in Chicago, Argentina held its very own Train Jam - by Alejandro Pro

23 January 2018 - 6:58am
What happens when you dream of riding the Train Jam, making games from Chicago to San Francisco, but you can't make it to America? Developers in Argentina held their own marathon. This is what happened in the first ever Argentina Train Jam.
Categories: Game Theory & Design

Crypto’s UX Challenge: Or Why The Blockchain Needs Game Designers - by Paul Gadi

23 January 2018 - 6:43am
Every day, more people get exposed to cryptocurrencies, and it’s on us as designers to make sure they can interact with the technology. As our audience grows from technical to more casual, how do we design a user experience that doesn’t alienate them?
Categories: Game Theory & Design

Working within an international team, the story so far - by Danny Flu

23 January 2018 - 6:42am
Working within the team that developing a game, not from an office, but from all over the globe, has its learning opportunities and advantages. Here is the story about the journey so far in creating Black Matter’s upcoming title “Hell Let Loose”.
Categories: Game Theory & Design

Materials in Unreal Engine 4 - by Trent Polack

23 January 2018 - 6:40am
A brief guide on material usage in Unreal Engine 4 along with best practices and links to our open-source assets.
Categories: Game Theory & Design

Could an Association be Just What Game Developers Need? A Lesson from PEI - by Dylan Moran

22 January 2018 - 6:22am
Developers have always had problems when it came to marketing their products, and some even through the development phase of their projects.
Categories: Game Theory & Design