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Bloodborne: What Defines Responsive Controls - by Stanislav Costiuc

8 May 2019 - 7:27am
When we talk about responsive controls in games, we talk about the time between a button press and the action being completed. And yet Bloodborne is still a responsive game even with actions completion being technically delayed. Let's talk about why.
Categories: Game Theory & Design

Requiem for a Game Gear - by Janessa Olson

7 May 2019 - 10:28pm
History remembers the Game Gear as a failure. History is wrong.
Categories: Game Theory & Design

Loot Box Design 2.0 – Complying with China's New Rules - by Henry Fong

7 May 2019 - 7:30am
New Chinese regulations put restrictions on how loot boxes can be monetized. Put simply, the more revenue you drive from selling loot boxes to your players, the more you will be affected. Learn more about how and what to do instead in this blog.
Categories: Game Theory & Design

From the video game music of EA's Spore Hero to Avengers Endgame: Composing the Hero Theme - by Winifred Phillips

7 May 2019 - 7:19am
Composer Winifred Phillips presents a mini-postmortem on the evolution of a single melodic theme - first composed for EA's Spore Hero, undergoing several in-game variations, and eventually appearing in a trailer for the blockbuster AVENGERS ENDGAME film.
Categories: Game Theory & Design

Mottos, Mantras and Mission Statements; 4 Steps to Branding Your Studio - by Jamin Smith

7 May 2019 - 7:18am
Branding and marketing games is one thing, but indie developers should also dedicated some thought to how they position their studios. In this post, I'll walk through four steps to building a brand for your studio.
Categories: Game Theory & Design

Forager: Optimization In GameMaker - by GameMaker Studio

7 May 2019 - 7:16am
A little over a year ago, Gabe “lazyeye” Weiner discovered the joy of programming video games. He has since released a variety of tools and jam games, with Forager now being his first commercial credit.
Categories: Game Theory & Design

Selling Your Story - by Gregory Pellechi

7 May 2019 - 7:15am
Games require teamwork and if you're a game writer or developer than you need your team's support and buy-in on your work. So to help you get that here are some tools to help you sell your story to your team, your lead, your publisher or investors.
Categories: Game Theory & Design

Kliuless #33: How China Is Upending Western Marketing - by Kenneth Liu

6 May 2019 - 7:51am
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Why Narcissist Villains are THE BEST Villains - by Conner Wood

6 May 2019 - 7:50am
Villains or Antagonists tend to be "Evil" or "The Bad Guy". Here's why a Narcissist makes a superior villain because of how evil they can be and are in real life to their victims.
Categories: Game Theory & Design

What Exactly Are the New Playin Ads That Are Appearing in Playable Ads? - by Prashanto Ghogare

6 May 2019 - 7:47am
playin ads are the future. They truly bring together the product and advertising, hence pushing the entire industry to move forward. Playin ads also provide superlative products with extended opportunities to display themselves. As cloud gaming and 5G net
Categories: Game Theory & Design

The three deadly sins of f2p game design - by Paolo Gambardella

6 May 2019 - 7:46am
Working since 2007 in the industry and specifically since 2012 in free-to-play, I think I have identified the three most common mistakes when facing the design of a game that have free-to-play at its core.
Categories: Game Theory & Design

Designing Sounds for a Game - by Pavel Shylenok

6 May 2019 - 7:44am
Out of all articles on game development topics, I find that ones about sound and music design are covered in really vague ways. I decided to get a bit behind the scene looks at how I create sounds here at Knocknock Games.
Categories: Game Theory & Design

How to Form a Solid Development Team - by Antonio Torres

6 May 2019 - 4:00am
Today many people are jumping into independent game development. If you want to make a great game you need to have a good team. Here are some of the factors you need to take into account to build a solid team.
Categories: Game Theory & Design

Video Game Deep Cuts: Type Dreams, Death Punch Nightmares - by Simon Carless

5 May 2019 - 7:33am
This week's roundup includes a look at the Cart Life creator's Victorian typing follow-up, the primal rage of One Finger Death Punch 2, developer pets in video games, & lots more.
Categories: Game Theory & Design

Publishers: How to find them and what to expect - by Kevin Giguere

3 May 2019 - 9:42am
Signing with a publisher is a step which shouldn't be taken lightly. Its important to ask yourself the right questions and to set up realistic expectations. To that end, I've prepared a series of steps to take and questions you might want to ask yourself.
Categories: Game Theory & Design

Mapping Your Soft Launch With Hard-Hitting IP - by Rose Agozzino

3 May 2019 - 9:32am
Strong IP is a boost that can catapult games apps to the top of the charts.To make it big requires a new level of teamwork and open communications. Miss a step (or a deadline) and even a hit title can miss the mark.
Categories: Game Theory & Design

Level Design Principles - Familiarity - by Mateusz Piaskiewicz

3 May 2019 - 9:29am
I recently recorded a podcast about one of the core design principles I use every day - the familiarity principle. You can watch the video and also go through my notes.
Categories: Game Theory & Design

81mokeys: Transitioning from Desktop to Mobile - by GameMaker Studio

3 May 2019 - 9:28am
81monkeys blog post on transition from desktop to mobile game development using GameMaker
Categories: Game Theory & Design

The Limitations of Leveling in Game Design - by Josh Bycer

3 May 2019 - 9:26am
Today's post looks at how RPG progression has become tied to action-based design, and where I feel designers have hit the limit in terms of getting these two philosophies to work together.
Categories: Game Theory & Design

Mitigating Toxic Behaviour: 4 Lessons from Overwatch - by Sarah RobinsonYu

2 May 2019 - 7:32am
As an avid Overwatch gamer, I thought I’d discuss the level of toxicity the Overwatch community and the number of notable strides that Overwatch has taken over the past year or so to rid itself of this infamous reputation.
Categories: Game Theory & Design

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