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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

In Defense of Life-like Games - by Nikhil Murthy

22 January 2018 - 6:21am
I define life-like games as those games that are about life and defend the idea of them.
Categories: Game Theory & Design

Signals: a typesafe, lightweight messaging lib for Unity - by Yanko Oliveira

22 January 2018 - 6:21am
Third and final Blood Runs Cold tech postmortem series. Source code included this time! This time, I talk about the lightweight messaging system we developed that helped us keep decoupling and still iterate quickly.
Categories: Game Theory & Design

Virtual Worlds Designed by Their Inhabitants - by John Krajewski

22 January 2018 - 6:19am
As our digital lives expand, the distinction between creator and consumer of our digital worlds must merge.
Categories: Game Theory & Design

Analyzing War: Introduction (Part 1) - by Daniel Motley

22 January 2018 - 6:03am
This post introduces a series on analyzing war strategy games using military theory, philosophy, and real world examples.
Categories: Game Theory & Design

The Chinese market and the emerging opportunity for hyper-casual games - by Josh Burns

22 January 2018 - 6:03am
Hyper-casual games have seen wild success in the West, but now the Chinese market is presenting a new opportunity for developers.
Categories: Game Theory & Design

Exploded Views in Unreal Engine 4 - by Dries Deryckere

22 January 2018 - 1:18am
Exploded views are a bit of a niche, but that doesn't mean they're not interesting. Here we take a delve into making a fully procedural tool within Unreal Engine 4 for exploded views.
Categories: Game Theory & Design

A UI/UX analysis of Zelda: Breath of the Wilds - by Evahn Reynaud

22 January 2018 - 1:17am
An look on Zelda: Breath of the Wilds' UI/UX. Trying to put some light on this subject, too often left into the dark.
Categories: Game Theory & Design

Video Game Deep Cuts: Labo On A Police Quest? - by Simon Carless

21 January 2018 - 7:35am
This week's Video Game Deep Cuts includes what editors think of Nintendo's Labo accessory for the Switch, a masterful look at the making of Sierra's incendiary Police Quest IV, and lots more.
Categories: Game Theory & Design

Developer Diary #4: Birth of the Global Version 3 - Q&A with the Localization Team - by gumi Team

19 January 2018 - 8:26am
In this next diary, we explore a little more in depth on how our language alchemists localize the game, the challenges and idiosyncrasies of translating Japanese-centric game into 4 culturally-unique languages.
Categories: Game Theory & Design

So You Want To Compete With Steam - by Lars Doucet

19 January 2018 - 8:25am
I get lot of pitches for "Steam competitors". 99% are doomed to failure, the majority before they even start.
Categories: Game Theory & Design

GTA : Every road lead to carjacking (but Trevor's the best) - by Léonard Bertos

19 January 2018 - 8:25am
GTA scenario is incredibly good, right? But most of the time, when it's done, the game becomes boring. Why? The GTA scripts lead us to the very fun gameplay we know, but some characters seem to work better without a narrative-oriented scenes.
Categories: Game Theory & Design

Visions of a QA degree in Video Games - by Alex Dorans

19 January 2018 - 8:25am
In Academia there hasn't been a push to create the next generation of talented QA'ers in the same way as we see dedicated Design, Art, Programming, Audio and Production courses. This post explores and invites comment on what such a course may look like.
Categories: Game Theory & Design

How To Make Booth Art As An Indie! - by Sara Casen

19 January 2018 - 8:24am
From concept to realization, here's the booth art we produced for our upcoming indie game Lake Ridden, which was displayed at EGX in Birmingham, in front of 80 000 visitors.
Categories: Game Theory & Design

Call of Duty WWII and Historical Memory - by Bob Whitaker

19 January 2018 - 8:23am
Historian Bob Whitaker discusses the media coverage surrounding Call of Duty WWII, and considers problems related to public memory of famous historical events.
Categories: Game Theory & Design

Six Match, or How I Learned to Stop Worrying and Finish the Game - by Aaron Steed

18 January 2018 - 6:04am
What goes into a match-3 game that takes 4 years to make? In this post I'll show you my methods and a host of games and creators that helped shape an original way to match-3.
Categories: Game Theory & Design

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