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Building a Vastly Better Team Using Neuroscience - by Ramin Shokrizade

6 November 2017 - 7:41am
Recent Google and Carnegie Mellon University statistical studies have shown us what kinds of teams and employees are most successful, but statistics don't explain "why", which we need to build the teams they describe. For this we can look to neuroscience.
Categories: Game Theory & Design

2 Years of Gremlins, Inc.: demographics - by Sergei Klimov

6 November 2017 - 7:39am
Two years ago we released our digital board game Gremlins, Inc. in Steam Early Access. Today, we look back at this period and share our data about regions and languages used by the community.
Categories: Game Theory & Design

Voxels the agents of change - by Ashkan Saeedi Mazdeh

6 November 2017 - 7:16am
Voxels are a new and important addition to our tools which can make a lot of new gameplay mechanics possible. In this post I'm trying to show their compelling reason for existence by a set of examples and a bit of philosophical discussion
Categories: Game Theory & Design

Gutters In Video Game Design - by Nikhil Murthy

6 November 2017 - 7:16am
The space between the panels is key to comic books. Asking the reader to interpolate between the images to get the full story is an integral part of the medium. This article goes over a parallel technique in video games and why I like it so much.
Categories: Game Theory & Design

I have some pretty strong evidence that the Steam keys from the defunct IndieGameStand are being re-sold. - by David Stark

6 November 2017 - 7:00am
tl;dr: Developers, revoke the Steam keys you supplied to Indie Game Stand!
Categories: Game Theory & Design

Logistical Problem - by Nick Bell

6 November 2017 - 6:55am
In designing Bonbon, I decided that I didn't want the player to be able to carry objects over distances. Players didn't like that, so I found a compromise.
Categories: Game Theory & Design

Video: Gamerliness - What Makes Video Games So Special? - by Mary Lee Sauder

6 November 2017 - 6:51am
Let's talk about what makes video games unique as a medium. What’s something that games can do that movies, books, and other media can’t? And how can creators use that something to make an experience that can’t be replicated anywhere else?
Categories: Game Theory & Design

Swords, Pixels & Blood Magic (or: How we worked hard to ignore every trend and make the game we always wanted) - by Thomas Finholm

6 November 2017 - 6:51am
Hey, remember those cool old games? Let's make one...! Wait, what? When three retro-nerds gather round the campfire, a number of things are bound to happen. The real quest begins...
Categories: Game Theory & Design

Perception: The most technical issue of VR - by Eike Langbehn

6 November 2017 - 6:44am
This article highlights some of the research results about perception in VR that were found by scientists during the last 50 years. It aims to provide a better understanding of the human perceptual system and its effects on the design of VR games.
Categories: Game Theory & Design

3 Reasons Your Game is Slow (and what you can do about it) - by Joseph Lewis

6 November 2017 - 6:44am
Your mobile game is live. But user reviews say it loads slow. Mobile users are very impatient when it comes to performance, and you really only get one first impression. What makes a mobile game load slow, and what can be done to fix the problem?
Categories: Game Theory & Design

My Top Tips For Mobile App and Game Developers in 2017 - by Abhinav Gupta

6 November 2017 - 6:44am
My Top Tips and Advice in 2017 For Indie Mobile App and Game Developers, Number 4 is a MUST in 2017!
Categories: Game Theory & Design

Video Game Deep Cuts: Donkey Crossing? Let's Observer! - by Simon Carless

5 November 2017 - 7:39am
Some of this week's longform article & video highlights include a look at the new F2P Animal Crossing, Donkey Kong 64's speedrun history, and the cyberpunk horror of Observer.
Categories: Game Theory & Design

Porting a PC game to Nintendo Switch - Part 1: Controls - by Matias Kindermann

3 November 2017 - 6:51am
Porting a PC game to Nintendo Switch, and how to redesign keyboard + mouse controls to actually work on a controller.
Categories: Game Theory & Design

Who pays the piper? - by Rich Woods

3 November 2017 - 6:51am
You have a great game idea but how do you turn that into a commercial product? I look at the most common monetisation strategies and discuss their merits and risks.
Categories: Game Theory & Design

What makes a good game tester? - by Johan Hoberg

3 November 2017 - 6:50am
In this article I will explore what I feel are the most important skills and attributes of a good game tester, and what type of mindset I believe a good game tester should have.
Categories: Game Theory & Design

Financial Slam Dunk: The Numbers Behind Virtual Currency in NBA2K - by Johnny Uzan

3 November 2017 - 6:50am
In this article we’re going to take a close look at the annual reports that Take Two released to their investors over the years and analyze how the success of microtransactions has completely changed their business, with a focus on the NBA2K franchise.
Categories: Game Theory & Design

Xbox One X: A hands-on analysis of Microsoft's powerful new console - by Kris Graft

3 November 2017 - 12:01am
Xbox One X, formerly known as the more astrologically-inclined Project Scorpio, is arriving on November 7 for $499, and Gamasutra got to spend some up-close time with the console.
Categories: Game Theory & Design

Level Design: First Blocks - Part 1 - by Max Pears

2 November 2017 - 8:44am
This is a 3-part series where I break down Level Desing and some beginner tips on what is important on the path of becoming an LD and some tips on how to get there. Please enjoy.
Categories: Game Theory & Design

Project Management Part 1: Avoid Brain Damage From Working With Games - by Sara Casen

2 November 2017 - 6:56am
Why do so many game studios work overtime? How do you avoid burning out the passionate people working on your team? And why did Midnight Hub decide to cut down on hours spent in the office?
Categories: Game Theory & Design

Translating a Game 3/3 : Example Project - by Rasmus Rasmussen

2 November 2017 - 6:56am
In this final article on game translation, the scripts used to work with strongs are shared alongside an example project, made in Gamemaker Studio 2.
Categories: Game Theory & Design

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