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Updated: 1 hour 48 min ago

Finding the fun: A tale of four (five?) games - by Tom Swanson

16 January 2019 - 6:05am
Tabletop game design holds great value for students as it is free of many technical barriers, allowing students to test and iterate quickly.This post describes a board game design program we ran and challenges students faced, as told through their games.
Categories: Game Theory & Design

Threes! - Puzzle Elegance - by Stanislav Costiuc

16 January 2019 - 6:03am
Let's take a look at what makes Threes! such a good little puzzle game.
Categories: Game Theory & Design

Seattle Indies Spotlight Interview with Ty Taylor - by Tim Cullings

16 January 2019 - 6:02am
Originally published on interview conducted and written by Anthony Ritchey Check out the video interview:
Categories: Game Theory & Design

The Conflicting Design of the Zelda-Rogue - by Josh Bycer

16 January 2019 - 2:08am
The idea of combining the handcrafted design of a Zelda title with the procedural generation of a rogue-like may sound like a dream come true, but it's often a challenge too big for most designers to handle.
Categories: Game Theory & Design

The Loot Box Saga Shows Consumers Regulate Better than Government - by Matthew McCaffrey

15 January 2019 - 7:40am
Either businesses are regulated by consumers, or by government. The loot box saga has shown how one of the world's largest developers can be humbled by its customers without the “help” of politicians or new legislation.
Categories: Game Theory & Design

Thoughts on Detroit: Become Human - by Thomas Grip

15 January 2019 - 7:39am
Quantic Dream learns with each game, and adresses their issues with new features. But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.
Categories: Game Theory & Design

Localization in The Machinery’s UI - by Niklas Gray

15 January 2019 - 7:33am
A description of how we do UI localization in The Machinery.
Categories: Game Theory & Design

A Morale Victory Part 1: Giving Players a Chance to Win - by Caleb Compton

15 January 2019 - 7:31am
In my experience, Player Morale is one of the biggest indicators of whether somebody will sit through your game and want to play it again. One component of raising player morale is to make everybody feel that they have a chance to win. Part 2 next week.
Categories: Game Theory & Design

Overcoming Genre - by Justin Reeve

15 January 2019 - 7:29am
Ni no Kuni 2 is basically a collection of mechanically diverse minigames. What keeps the overall experience from feeling cobbled together? This article dives into how Ni no Kuni 2 defies the typical categories of game design.
Categories: Game Theory & Design

Understanding the Roles of Game Dev Professionals - by Pavel Shylenok

15 January 2019 - 7:27am
We have outlined the most important roles in game development. In the second part of the article we will see how can jobs and roles be combined within a single person using an RPG game as an example and review potential bottlenecks of such combinations.
Categories: Game Theory & Design

Games and Crowdfunding in 2018 - by Thomas Bidaux

15 January 2019 - 7:26am
A look at 2018 numbers for crowdfunding and video games.
Categories: Game Theory & Design

Tips, Tools and Guidance: VR Assets for the Game Music Composer - by Winifred Phillips

14 January 2019 - 5:09am
Game composer Winifred Phillips presents an annual VR audio resource list for game audio pros. Included: technology and tools, methods and techniques, communities and organizations, and popular VR conferences.
Categories: Game Theory & Design

It Took us 1.5 Years to Figure Out What our Game is About - by Vasileios Karavasilis

14 January 2019 - 5:09am
Rise's main mechanic was first designed during a game jam on the 7th of July 2017, after 3 disappointing iterations we finally started development on the 21st of November 2018.
Categories: Game Theory & Design

Microtransactions and Loot Boxes: Can the Video Game Industry Regulate Itself? - by Matthew McCaffrey

14 January 2019 - 5:08am
If consumers and regulators continue their joint opposition to the industry, and if the industry fails to placate them, it won’t remain independent for long.
Categories: Game Theory & Design

MAGFest 2019 - A Student Dev's Experience - by Jake Carfagno

14 January 2019 - 5:05am
A reflection on our first experience showcasing Runaway, a punk rock parkour platformer, at the Music & Games Festival (MAGFest). We've learned a lot and share here what went well and where we have room to improve.
Categories: Game Theory & Design


14 January 2019 - 5:05am
The Chinese gaming market is understandably very attractive for many companies looking to go global. But while this massive market presents huge business opportunities, entering China poses its own set of unique challenges.
Categories: Game Theory & Design

Why 2018 taught us more than any other year  - and how it can help your game development studio - by Benjamin Rivers

14 January 2019 - 2:46am
Small developers often feel like they lose business momentum between launches. Here are four lessons that helped us grow our business in 2018, even though we didn't release a new game.
Categories: Game Theory & Design

Video Game Deep Cuts: The Dusk Of The Bandersnatch Game Jam - by Simon Carless

13 January 2019 - 7:42am
This week's highlights include pieces on formidable '90s-style first-person shooter Dusk, the classic '80s game that inspired the Black Mirror episode Bandersnatch, and a surprising mega-roundup of 2018's best 'game jam' games.
Categories: Game Theory & Design

What Interactive Digital Entertainment Companies Are Doing to Prepare for the California Consumer Privacy Act - by Kimberly Culp

11 January 2019 - 7:39am
Many game companies have just finished (or may still be working on) their GDPR compliance. But, California has a new privacy law that will likely require another look at privacy practices. This article benchmarks what others are doing to comply.
Categories: Game Theory & Design

Nonlinear Story Structure in Games - by Nathan Savant

11 January 2019 - 7:38am
A breakdown of the Three Act Structure and how it can be expanded to help guide non-linear narratives
Categories: Game Theory & Design