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Digital Tulip Warriors: The story of Turkey's video game pioneers - by Felipe Pepe

12 September 2018 - 7:43am
A fascinating interview with Özgür Özol, designer of "Legends of Istanbul: Tulip Warriors" (1994), one of the first games developed in Turkey.
Categories: Game Theory & Design

Comparison and Analysis of GPU Resource Update Strategies - by Egor Yusov

12 September 2018 - 7:41am
This article discusses different strategies to update GPU resources in Diligent Engine (a modern cross-platform low-level graphic library) as well as important internal details and performance implications related to each method.
Categories: Game Theory & Design

Brass Tactics: Evolving classic RTS interactions for VR - Part 2 - by Patrick Lipo

12 September 2018 - 7:40am
In Part 2 of this Postmortem of Brass Tactics, we explore the evolution of unit manipulation and learn some of the things that worked surprisingly well in VR.
Categories: Game Theory & Design

Object Design for Web-based Games - by Curtis Poe

12 September 2018 - 7:00am
Many strong developers building their first Web-based game quickly discover that constructing items is not an easy task. This post shows how to modify the game loop driven Entity-Component-System pattern for click-driven games.
Categories: Game Theory & Design

How much do indie PC devs make, anyways? (Part 8) - by David Galindo

11 September 2018 - 10:02pm
A look at the launch and year long sales and details of Cook, Serve, Delicious! 2!!
Categories: Game Theory & Design

Welcome to the Magic Circle - by Caleb Compton

11 September 2018 - 7:55am
The Magic circle is a magical world that players step into when entering the world of the game. However, it is also very misunderstood from a design perspective. This article looks at some misconceptions and new ways to design games with the magic circle.
Categories: Game Theory & Design

VR Headphones Update 2018: Video Game Music Composers - by Winifred Phillips

11 September 2018 - 7:54am
Video game composer Winifred Phillips explores headphones designed for VR use, including promising new models, and previously-discussed products that failed to hit retail. Includes an examination of popular misperceptions concerning surround-sound in VR.
Categories: Game Theory & Design

Creating Video Game Characters That Are Easier To Write With. - by Jesse Monroe

11 September 2018 - 7:05am
Writing and designing story scripts for video games can be hard, but having well-designed characters can make it a whole of a lot easier.
Categories: Game Theory & Design

Political game done right - by Christos Perchanidis

11 September 2018 - 7:05am
Let's explore the topic of political video games and how to overcome possible ethical issues.
Categories: Game Theory & Design

Are MOBAs dead? - by Taniv Ashraf

11 September 2018 - 7:05am
We can now assume that the MOBA fad is officially over when it comes to mainstream gaming. That is not to say that MOBAs are not popular anymore. That would be a dumb thing to say considering the immense popularity of Dota 2, League of Legends and Heroes
Categories: Game Theory & Design

Dude, Where’s My Money? Bundles, Funds and Crowdfunding (part 3) - by Nikolay Bondarenko

10 September 2018 - 6:46am
What to expect from bundles, funds and crowdfunding in 2018. Is there anything left for a developer when all those sales are over and who can help?
Categories: Game Theory & Design

Kliuless? Gaming Industry ICYMI #2 - by Kenneth Liu

10 September 2018 - 6:45am
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

Space, Place, and the Art of Designing Deep Levels - by Justin Reeve

10 September 2018 - 6:43am
Ever wondered what powers environmental storytelling? Placemaking. This article takes a look at how the process of placemaking can be used to help design deep video game levels.
Categories: Game Theory & Design

The challenges and opportunities of designing a game without words – the case of My Brother Rabbit by Artifex Mundi - by Daniel Gizicki

10 September 2018 - 6:36am
Lead Artist Łukasz Sałata and Chief Game Designer Daniel Gizicki talk about the of My Brother Rabbit and share with fellow developers the process and challenges of creating a game that has no verbal communication.
Categories: Game Theory & Design

Video Game Deep Cuts: Putting The AR in Artifact? - by Simon Carless

9 September 2018 - 7:30am
This week's highlights include an article about Facebook Messenger's AR microgames, a detailed look at Valve's upcoming Artifact card game, & lots more besides.
Categories: Game Theory & Design

2D Procedural Generation In Unity With ScriptableObjects - by Matt Mirrorfish

7 September 2018 - 8:20am
How I used ScriptableObjects in Unity to build my flexible 2D Procedural Generation tool called Strata. Strata allows for the generation of varied 2D levels composed of a mix of hand-authored and generated content using Tilemaps.
Categories: Game Theory & Design

Causes Of Conflict - by Gregory Pellechi

7 September 2018 - 8:19am
Stories, drama, change — all are about conflict. Either causing it or remedying it. Here we'll explore the roots of conflict in order to improve your game's storytelling or maybe help resolve some issues within your team.
Categories: Game Theory & Design

gamescom 2018: media coverage analysis - by Thomas Bidaux

7 September 2018 - 8:17am
A look into the media coverage of the latest gamescom.
Categories: Game Theory & Design

Artificial intelligence in the Gambling Industry - by Daniel Sinoca

7 September 2018 - 8:16am
Artificial Intelligence has absorbed nearly all aspects of the modern life. Every day we benefit from its advantages in modern technology and various complex instruments.
Categories: Game Theory & Design

A Game Jam Postmortem + Tips for Unreal Engine 4 Beginners - by Divij Sood

6 September 2018 - 7:21am
After my first "real" experience using Unreal Engine 4 during the UE4 Spring Jam, I wrote this article as a collection of tips for beginners, in the form of a Game Jam postmortem. Beginners might find some helpful and non-generic tips here.
Categories: Game Theory & Design

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