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From Indie to AAA: Notes from a Game Writer - by Danny Homan

17 March 2019 - 11:31pm
The path to becoming a video game writer is tough -- and different for everyone. But in case it helps, here's how I got started. My video game career began after a hilariously bad birthday.
Categories: Game Theory & Design

Video Game Deep Cuts: The Flappy Division Bell Is Ringing  - by Simon Carless

17 March 2019 - 4:29am
This week's highlights include a look at Flappy Bird's effect on the indie game scene, The Division 2's politics (or lack there-of), info on Harry Potter: Wizards Unite & Days Gone, & more.
Categories: Game Theory & Design

An Examination into Kaizo Design - by Josh Bycer

15 March 2019 - 9:30am
The design known as "Kaizo" has existed on the internet for years, and we're going to take a look at how modders are making some of the hardest games imaginable.
Categories: Game Theory & Design

Designing Recompile: Twisting and turning the Metroidvania genre - by Phi Dinh

14 March 2019 - 7:57am
Phigames are attempting to turn Metroidvania style gameplay on its head with their recently announced game Recompile. The game is planning to deliver multiple critical paths and dynamic narrative systems, elements not typically seen in this genre.
Categories: Game Theory & Design

Engaging Players Through Ritual - by Brandon Franklin

14 March 2019 - 12:19am
An exploration of a new design pattern in games, removing abstraction to encourage better player behavior.
Categories: Game Theory & Design

Kliuless #27: Peaking Attention - by Kenneth Liu

14 March 2019 - 12:18am
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

Complete Level Design Processes: Shaping a Cogmind Experience - by Josh Ge

13 March 2019 - 8:15am
A complete rundown of the entire process behind designing and building a new map for the world of Cogmind, and explaining how it integrates with gameplay.
Categories: Game Theory & Design

Launch Parties: Not Just For AAA - by Nathaniel Ferguson

13 March 2019 - 8:09am
I organized a launch party for my small indie/student game. We had a total of 70 people show up and had a really cool raffle. This is my "postmortem" of my experience.
Categories: Game Theory & Design

Copyright’s Owners Must Register Before Enforcing Their Rights. An Enforcement of an Age Old Rule, and the End of a Circuit Split. - by Zac Rich

13 March 2019 - 8:07am
On Monday, March 4 2019, the United States Supreme Court resolved a long-standing circuit split regarding when a party can sue for copyright infringement.
Categories: Game Theory & Design

The New Gaming Industry - by Kyle Kling

13 March 2019 - 8:06am
Now that we have a macro view of the gaming industry and insights on how game developers are evolving, I want to focus on the rest of the gaming ecosystem. This is a whole new industry that is driven by esports.
Categories: Game Theory & Design

Four Axes of RPG Design - by Arto Koistinen

13 March 2019 - 8:04am
What makes a good RPG? It's a simple question, but not one with a straightforward answer. Having designed several roleplaying games, I tackle the issue by diving the design into four distinct axes.
Categories: Game Theory & Design

Stay in your Lane - by Michael Heron

13 March 2019 - 8:03am
Here's a discussion about the awkward appropriation that comes with being a (relatively) abled accessibility advocate reviewing games for their accessibility.
Categories: Game Theory & Design

Localizing an 80,000-word indie RPG - Ghost of a Tale - by Damien Yoccoz

12 March 2019 - 7:35am
One year after its PC release, Ghost of a Tale is scurrying to PS4 and Xbox One. From early drafts to last-minute font issues, through developing custom tools, Lionel Gallat and Paul Gardner tell you everything about their localization process.
Categories: Game Theory & Design

Game Design in Real Life: Playing With Incentives - by Caleb Compton

12 March 2019 - 7:34am
Incentives are one of the driving forces that shape human behavior in all areas. Whether it be business, government, or game design, learning to use incentives properly can be vitally important, and using them wrong can have disastrous consequences.
Categories: Game Theory & Design

Game Studio Funding: The Right Investor at the Right Stage - by Jason Della Rocca

12 March 2019 - 7:33am
As a follow-up to project specific financing options, we now turn to the wonderful world of company-based equity funding, where investors are betting on your ability to grow the value of your studio long-term.
Categories: Game Theory & Design

Global Game Market Trends and Forecasts From 2018 to 2019 [Report] - by Mantin Lu

11 March 2019 - 8:09am
As we continue into 2019, the global gaming market continues to rapidly grow and evolve in ways that demand our attention. Let’s review some of the findings in the most recent global game industry report.
Categories: Game Theory & Design

Humanity vs. Human Resources - by Gregory Campbell

11 March 2019 - 8:09am
For game players and game makers, what should people understand of the sometimes overlapping and sometimes contradictory terms of 'humanity' and 'human resources?'
Categories: Game Theory & Design

I'm Going to Disney World!; On Rules, and How They Drive Emergent Gameplay - by Riley Halligan

11 March 2019 - 8:09am
Our games are evolving and players are finding new ways to play. Emergent gameplay is wonderful, but sometimes it mucks up what we're trying to do as designers. So, how do we build games that foster emergence?
Categories: Game Theory & Design

Video Game Composers: How Music Enhances Virtual Presence (GDC 2019) - by Winifred Phillips

11 March 2019 - 8:08am
Game composer Winifred Phillips shares preparatory research from two of her upcoming lectures: her GDC 2019 talk entitled "How Music Enables Virtual Presence" and her Library of Congress lecture, "The Interface Between Music Composition and Game Design."
Categories: Game Theory & Design

Switch & Phone – The Glass Age of Gaming - by Daryl Hornsby

11 March 2019 - 8:01am
For several years, every game developer and their grandmother believed that tablets were the future of portable gaming. But tablets had a fundamental gaming flaw: they’re portable devices that require a bag to carry them. Enter the modern smartphone
Categories: Game Theory & Design

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