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Sharebait drives surge in Facebook Instant Games - by Conor O'Nolan

7 November 2018 - 8:25am
In the second half of October Facebook’s Instant games platform has seen a huge surge in users, and it’s down to one extraordinary sharebait app. OMG, from Supergene Inc. has surged from 31,000 users on October 19 to 58m daily users in just 17 days.
Categories: Game Theory & Design

Conflict0: Revolution - Designing an Intelligent Artificial Intelligence  - by Gabriel Padinha

7 November 2018 - 7:43am
This post cover through the lens of a game designer the way we created a fun to interact with Artificial Intelligence in our last turn-based strategy title.
Categories: Game Theory & Design

My Time at Telltale Games - by Larry&Brandon GDU

7 November 2018 - 7:42am
I worked QA at Telltale games during Tales from the Borderlands, Game of Thrones, and Minecraft. I was a regular QA tester, and it was my first job in the industry.
Categories: Game Theory & Design

The Psycho Tricks of the Game Designer - by Thomas Johnson

7 November 2018 - 7:14am
We are all being manipulated!
Categories: Game Theory & Design

It's time to re-think A/B testing - by Viktor Gregor

5 November 2018 - 6:53am
Using Bayesian statistic, we completely changed our approach to A/B testing. We can now test faster and get more actionable results. Instead of p-values that are so often misinterpreted we directly get the answers needed to make an informed decision.
Categories: Game Theory & Design

The process of remaking the UI art for Conflict0: Revolution - by Ricardo Bess

5 November 2018 - 6:43am
This post presents the process behind the remaking of the UI art for Conflict0:Revolution.
Categories: Game Theory & Design

PixelFest 2018, David Hernly (Starship Horizons, Mythric Mystery Master) - by Jeremy Alessi

5 November 2018 - 5:49am
David Hernly is a long-time indie game developer focused on a combination of hardware control systems and starship simulations. Somehow, his journey has taken him to the escape room space? Watch to learn more!
Categories: Game Theory & Design

Rapid XR Content Creation, from Reallusion, Pixologic and Noitom to Unity - by Gaspar Ferreiro

5 November 2018 - 5:48am
A super-fast and easy way to prototype animated characters for Unity, using Reallusion, ZBrush and other common tools.
Categories: Game Theory & Design

Multi-Platform VR takes a bold new step with the Mixed Reality Toolkit beta launch - by Simon Jackson

5 November 2018 - 5:48am
Reimaging and redeveloped from the ground up in to a true multi-platform / Multi-vr framework, the Mixed Reality Toolkit releases it's first stable beta. Enabling Mixed Reality experiences with the least amount of effort to get started.
Categories: Game Theory & Design

Life is Strange and the Power of Subplots - by Nicole Barelli

5 November 2018 - 5:47am
This article discusses the function of subplots inside the structure of a story - only by understanding it we can decide if it really improves our narrative or exists only as decoration.
Categories: Game Theory & Design

AI detecting player from vision using camera and shaders - by Kévin Drure

5 November 2018 - 5:46am
In this post I will explain how I gave my AI a real vision using a camera and a compute shader to detect player with more accuracy than ray casts.
Categories: Game Theory & Design

Movement Prediction - by Bartlomiej Waszak

4 November 2018 - 7:44am
The article is a deep dive into three different scenarios of movement prediction in game programming.
Categories: Game Theory & Design

Video Game Deep Cuts: Diablo's Deltarune... To The Stars? - by Simon Carless

4 November 2018 - 5:15am
This week's highlights include the top news from Blizzcon around Diablo and other devilish titles, Toby Fox's Deltarune & his radical transparency, and Marty O'Donnell talking 'The Music Of The Spheres', among many other great stories & videos.
Categories: Game Theory & Design

Never trust the client: simple techniques against cheating in multiplayer and SpatialOS - by Trond Fasteraune

2 November 2018 - 9:07am
Most cheats are easy to prevent - we run through the best techniques.
Categories: Game Theory & Design

PixelFest 2018 Jean Simonet (Skyrim, Fallout, Bomb Squad Academy) - by Jeremy Alessi

2 November 2018 - 7:21am
Jean Simonet is a AAA developer turned indie. In this talk, Jean runs a counterstrike on every piece of indie gaming advice you've ever been told.
Categories: Game Theory & Design

Kliuless? #10: Epic Dreams & Fortnitemares - by Kenneth Liu

2 November 2018 - 6:52am
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

Ad Fraud in Gaming — Scalarr at Gamesforum Seattle’18 - by Yura Yashunin

2 November 2018 - 6:52am
Gamesforum is one of the biggest B2B conferences about the business of games was taking place October 23-24. The conference was full of insights from publishers, ad networks, analytics firms, marketing experts and all the other major industry players.
Categories: Game Theory & Design

My PAX Australia Indie Showcase Experience - by Tim Veletta

1 November 2018 - 6:47am
This past weekend myself along with several friends/playtesters showcased TeleBlast as part of the PAX Australia Indie Showcase. It was an absolutely unreal experience not only to have people come and enjoy the game. Here are some of the things I learned.
Categories: Game Theory & Design

Should Gaming Companies be Concerned about Addiction? - by Antonio Torres

31 October 2018 - 7:40am
The vast majority of gamers aren't addicted to their devices. However, addiction to games is possible, and that is enough to signal to game developers that they must adapt to (and maybe even educate players about) the realities of gaming.
Categories: Game Theory & Design

PixelFest 2018, Steve Hendershot (Undisputed Street Fighter) - by Jeremy Alessi

31 October 2018 - 7:38am
Street Fighter celebrated its 30th anniversary in 2017 and Steve Hendershot captured the history of the series to a depth not previously seen.
Categories: Game Theory & Design

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