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Raising a Ruckus: Creating Hit Games in Dreams - by Dylan Woodbury

10 September 2019 - 8:15am
How do you make hit games in Dreams? Will Dreams someday compete with professionally developed games? I interviewed some of the top "dreamers" to learn from their perspectives. Here's everything I learned.
Categories: Game Theory & Design

How Much Does Game Localization Cost? - by Damien Yoccoz

10 September 2019 - 7:45am
When it comes to costing out game localization, prices vary widely - but so too does the quality of what you get for your money. Here is everything you need to know about what’s available.
Categories: Game Theory & Design

From Air to Unity: The monstrous cloud editor under our bed - by Ondrej Trhon

10 September 2019 - 7:39am
Journey of a small team behind Svoboda 1945 into the depths of Flash development, about building their own git, creating their own cloud editor and eventually ending up loving Unity.
Categories: Game Theory & Design

The Truth About Video Games and Violent Crime - by Caleb Compton

10 September 2019 - 7:30am
With the recent mass shootings there has been a lot of talk about violent video games and their potential role in causing violent crime. In this video I break down the data and find out whether this link is real, or just rhetoric.
Categories: Game Theory & Design

Methods of creating invisible tutorials - by Alex Pine

10 September 2019 - 7:28am
This is an explanation of 5 different easily applicable methods for creating your own seamless and engaging invisible tutorials.
Categories: Game Theory & Design

Analytics of my first game - by Hector Xiang

10 September 2019 - 7:24am
steam game, early access, indie game marketing, PR
Categories: Game Theory & Design

Tales From Discoverability Land: Vol. 1 - by Simon Carless

10 September 2019 - 1:50am
This roundup around game discoverability includes looks at Steam users and how they look at your game, mobile discoverability and Steam wishlists to sales.
Categories: Game Theory & Design

Dreamcast 20th anniversary interview extravaganza - by Brandon Sheffield

9 September 2019 - 9:17am
As the Dreamcast turns 20, we got comments from developers of games like Shenmue, Space Channel 5, Samba de Amigo, Sonic Adventure, and more, to celebrate the short life of this innovative console.
Categories: Game Theory & Design

How Virginia keeps the player moving forwards - by Lewis Gunson

9 September 2019 - 7:20am
Here I take another look back at Variable State's 2016 game Viriginia, observing how the effective use of spatial design, object placement and audio keeps the player engaged within such a strict linear format.
Categories: Game Theory & Design

Game Music and Empathy: How Game Composers Can Enhance Virtual Presence (Pt. 3) - by Winifred Phillips

9 September 2019 - 7:13am
The 3rd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2019 talk, How Music Enhances Virtual Presence. Part 3: Game Music and Empathy. Included are practical examples and video demonstrations.
Categories: Game Theory & Design

The Basics of Localization, Part 7 - by Michelle Deco

9 September 2019 - 7:13am
I’ve talked about various parts and aspects of localization in my Basics of Localization series, but what does the actual process look like? Here, I’ll walk you through a general workflow of the entire localization process.
Categories: Game Theory & Design

Video Game Deep Cuts: Underpricing The Gears Of Steam - by Simon Carless

7 September 2019 - 12:52am
This week's highlights include why you might be underpricing your video game, a look at the debuts of Gears Of War 5 and Wilmot's Warehouse, how Steam users see your game, and lots and lots more goodness
Categories: Game Theory & Design

How Steam users see your game - by Chris Zukowski

6 September 2019 - 9:43am
If you have wondered what you should put on your Steam store page, I have completed a research project to identify exactly what the average Steam user is looking for.
Categories: Game Theory & Design

Rotate, zoom and move your camera with your mouse in unity3d - by Hector Xiang

6 September 2019 - 7:22am
I've been working on a new project, which will use mouse to move and rotate your camera. Here is the code!
Categories: Game Theory & Design

Kliuless #48: Deconstructing Fun in Archero & Rush Wars - by Kenneth Liu

6 September 2019 - 7:21am
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Categories: Game Theory & Design

An indie game developer discovering the world of user acquisition and advertising (with numbers) - by Francois Guibert

6 September 2019 - 7:18am
My latest game Tents and Trees had many organic downloads, making it quite successful. I wanted to try user acquisition, as the big guys do. I’m sharing here my results, my process and some numbers obtained along the way.
Categories: Game Theory & Design

Did you forget about COPPA? Here are 170 million reasons to remember it. - by Roy Smith

6 September 2019 - 7:17am
A deep dive into the circumstances and motivations behind Google's $170M COPPA settlement and why they signal a new era in privacy concerns for game publishers
Categories: Game Theory & Design

Applying Dramatic Structure to Escape Room Game Narratives - by Alastair Aitchison

6 September 2019 - 2:50am
Escape Room (ER) games deliver greater immersion than a videogame, and more agency than a theatrical play, yet the narrative told in many ERs is little more than a cliched action movie plot. Can ERs use classical dramatic structure to tell better stories?
Categories: Game Theory & Design

Talking About Game Engines and Production Tools - by Marcus Toftedahl

5 September 2019 - 8:01am
To create a game you need a game engine - right? In everyday game development lingo, game engines are the software used to create a game - but in reality there are so much more involved than just a single piece of software. We try to clear things up!
Categories: Game Theory & Design

Self-confrontation, cloud testing, paper prototypes: The new faces of playtests - by Pascal Luban

5 September 2019 - 8:00am
Two new trends are emerging in playtesting: Their integration very early in the development cycle and the multiplication of their formats, from the most economical to the most expensive and complex. Let's review three formats that illustrate these trends
Categories: Game Theory & Design

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