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Romanticism and the art of Dark Souls III - by Rene Haase

11 July 2018 - 2:10am
An exploratory essay on the influence of romanticism ( the art period ) on Dark Souls III, covering multiple artists and aspects and philosophies of the movement, such the idea of 'the sublime' and what this means for the player.
Categories: Game Theory & Design

Are Ideas Cheap? In Praise of Strong Ideas - by James Margaris

11 July 2018 - 12:04am
Examining the "ideas are cheap" mantra via Breath of the Wild and Xenoblade Chronicles
Categories: Game Theory & Design

What happens when E-Sports Team and a Apparel Company battle over trademark rights? - by Zac Rich

10 July 2018 - 8:22am
what happens when a brand owner and a famous ESports team collide in court over the use of the brand owner’s trademark, and what type of damages the brand owner can seek from the ESports team if infringement is found.
Categories: Game Theory & Design

Multiple ways of doing sprite sheet animation in Unity3D - by Vivek Tank

10 July 2018 - 7:36am
The main objective of this blog post is to give you an idea about how to do Sprite Sheet Animation in Unity3D.
Categories: Game Theory & Design

The Three Ages of Steam Distribution, and how it changes Indie dev. - by Morgan Jaffit

10 July 2018 - 6:01am
A look at how distribution and visibility have changed as Steam has moved from Curation, to Greenlight, to Steam Direct.
Categories: Game Theory & Design

Lessons for live game developers from X-Wing 2.0 - by Bryant Francis

10 July 2018 - 12:41am
Fantasy Flight Games' X-Wing 2.0 offers some interesting lessons for game developers as the industry moves toward supporting more live, always-updated games.
Categories: Game Theory & Design

Amazon Lumberyard: A Scream of Anguish - by Irina Zamogilnaya

9 July 2018 - 7:41am
Video games are among the most popular software products. Now a new game engine, Amazon Lumberyard, has joined this huge industry. The project is currently in the beta phase and still has time to get rid of the bugs and improve.
Categories: Game Theory & Design

Heart of Darkness | Behind the AI and Storytelling of Spec Ops: The Line - by Tommy Thompson

8 July 2018 - 11:45pm
2012's Spec Ops: The Line is a cult classic third-person cover shooter by Yager Development. In this article I explore how the horrific story of Spec Ops is held aloft by smart AI systems and designers exploiting them to full effect.
Categories: Game Theory & Design

Localization Project Manager Boot Camp - Part 1 - Project Kick-off - by Mark Timmins

8 July 2018 - 11:44pm
Part 1 of 10 in a localization series for aspiring Localization Project Managers (if such people exist!). Here, I will share my knowledge of localization having worked for Activision and Sony on over 100 games. In Part 1 I detail the project kick-off.
Categories: Game Theory & Design

Retro Games as a Revivalist Movement - by John Nelson Rose

8 July 2018 - 11:42pm
Revival movements in art have a long history, and retro game development can learn a lot from them. Let's consider retro games in the light of two important architectural movements, Neoclassicism and Gothic Revival, and see what shakes loose.
Categories: Game Theory & Design

Retro Games as a Revivalist Movement - by John Rose

8 July 2018 - 11:42pm
Revival movements in art have a long history, and retro game development can learn a lot from them. Let's consider retro games in the light of two important architectural movements, Neoclassicism and Gothic Revival, and see what shakes loose.
Categories: Game Theory & Design

The Future of Halo: From Monkey Nuts to Infinity Part 2 - by Roman Tolstykh

8 July 2018 - 11:40pm
This could come in the form of class-based warfare in which each player inherits a role not unlike what we have seen in Battlefield or Destiny. For the sake of simplicity, imagine a mixture of Halo, FarCry and The Division to get an idea.
Categories: Game Theory & Design

How “My Lovely Daughter” Saved Our Studio - by Dodick Sudirman

8 July 2018 - 11:40pm
The development journey and post-mortem to our third game published for PC - Steam, My Lovely Daughter. The story of how we really focused on delivering the game vision and the first time we are working with a publisher.
Categories: Game Theory & Design

Visualizing StarCraft Replays with R - by Ben Weber

8 July 2018 - 11:38pm
Using the R programming language to create interesting summarizations of expert StarCraft gameplay.
Categories: Game Theory & Design

Different Ways Of Shaking Camera In Unity - by Vivek Tank

8 July 2018 - 11:22pm
The main objective of this blog post is to give you an idea about Camera Shake in Unity3D.
Categories: Game Theory & Design

The most common types of behavior when playing video games - by Herbert Llanas

8 July 2018 - 10:59pm
Since the video games industry is growing faster than ever, let’s take a moment and think a little bit about the impact that these games have on our behavior.
Categories: Game Theory & Design

Soap Opera Antics - by Gregory Pellechi

8 July 2018 - 10:37pm
They may be derided as trash daytime TV but soap operas have a lot to teach us about continually creating content. There are plenty of lessons for the video game industry, especially when it comes to games with stories.
Categories: Game Theory & Design

Video Game Deep Cuts: Livestreaming Your Fortnite Addiction - by Simon Carless

8 July 2018 - 7:43am
This week's highlights include a fascinating longform piece on a video streamer, Fortnite's unexpected story flourishes, and more on gaming addiction being 'singled out'.
Categories: Game Theory & Design

How StarCraft and Shower Epiphanies Influenced Diablo 2's Design - by David Craddock

6 July 2018 - 8:04am
A combination of late-morning showers and customizing StarCraft's research trees had major design consequences for Diablo 2.
Categories: Game Theory & Design

Unity Wheel Collider for Motor vehicle Tutorial 2018 - by Vivek Tank

6 July 2018 - 6:24am
The main objective of this post is to give an idea of how to work with wheel collider and physics of Wheel Collider.
Categories: Game Theory & Design

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