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Video Game Deep Cuts: Getting Over Desert Golf's Loot Boxes - by Simon Carless

14 January 2018 - 7:50am
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.
Categories: Game Theory & Design

Open loops and progression trees in freemium game - Don t kill the golden egg chicken! - by Pascal Luban

12 January 2018 - 6:12am
Freemium games are using open loops and progression trees to foster long term retention and monetization. This design strategy is very effective but its excessive use could backfire.
Categories: Game Theory & Design

Open loops and progression trees in freemium game - Don’t kill the golden egg chicken! - by Pascal Luban

12 January 2018 - 6:12am
Freemium games are using open loops and progression trees to foster long term retention and monetization. This design strategy is very excessive but its excessive use could backfire.
Categories: Game Theory & Design

How to Stop Making Hoarders in Video Games - by Josh Bycer

12 January 2018 - 6:11am
Today's post looks at the hoarding syndrome in video games. How certain designs create it, and the best ways to combat it.
Categories: Game Theory & Design

"The power of the Audience – how can Developers, Publishers & Audiences listen to each other more effectively whilst making video games?" - by Zuby Ahmed

12 January 2018 - 6:10am
The blog post explores the recent controversy surrounding EA’s Starwars Battlefront 2 and examines case studies of previous game releases, in an attempt to understand and galvanise effective and transparent delivery methods moving forwards
Categories: Game Theory & Design

Working on 3D Art - by Gerard Alvarez

12 January 2018 - 6:10am
Art is one of the most important aspects in Noahmund. Everything that includes our videogame is conceived from the vision of beauty and inspiration.
Categories: Game Theory & Design

Exploring the Value of a Game Designer - by Josh Bycer

11 January 2018 - 6:56am
Today's post takes a philosophical look at what a game designer brings with regards to the identity and philosophy of a video game.
Categories: Game Theory & Design

Far Cry 3 Opening : The Meta Setup - by Léonard Bertos

11 January 2018 - 6:54am
Of course, I tend to believe a good, strong narration must be merged with the gameplay to be efficient. But a good old cutscene can convince the player bfore even playing and prepare for the show before it even begins.
Categories: Game Theory & Design

Life after AAA - the lessons learned by a new marketing agency founder - by Michal Napora

11 January 2018 - 6:53am
A few lessons I've picked up over the last year after I decided to leave the comforts of a AAA studio to start a marketing agency of my own.
Categories: Game Theory & Design

Being a Winner (In Game Development) - by Ramin Shokrizade

10 January 2018 - 6:49am
Using lessons learned in athletics and science we can tame the "Wild Wild West" that is current game development to build cohesive and winning teams.
Categories: Game Theory & Design

Game Cities: Those Handy, Simplified Urban Structures - by Konstantinos Dimopoulos

10 January 2018 - 6:49am
The basics of urban structure and the three classic city models; a fine way of getting started with imaginary urban planning for your video game cities.
Categories: Game Theory & Design

Adventures in engine development: a multi-core foundation. - by Brian Hapgood

10 January 2018 - 1:04am
Adventures in writing an engine: a multi-core foundation.
Categories: Game Theory & Design

QA - Defect Count is Defunct - by Alex Dorans

9 January 2018 - 10:54pm
When it comes to checking the performance of your QA team, or individuals within the team, how do you go about measuring that? Here is why you should stop monitoring your teams bug quota and using it as metric to justify the teams output.
Categories: Game Theory & Design

Endless Space 2 - E.N.F.E.R. Alternate Reality Game - by Jeff Spock

9 January 2018 - 7:19am
Amplitude put together an ARG (Alternate Reality Game) for the release of Endless Space 2, based on an in-game AI character. It turned out to be larger, more complex, more fun, and more work than we expected. We would definitely do it again...
Categories: Game Theory & Design

How to actually finish your first game this year - by Chris Zukowski

9 January 2018 - 7:11am
Your first game should be simple they say. What does "simple" even mean?
Categories: Game Theory & Design

Splatoon 2: How it Encourages Movement - by Max Pears

9 January 2018 - 7:03am
Breaking down how the Splatoon series on how the encourage movement in their multiplayer. Making this the dominant strategy to win. All this has been done with Objectives, Mechanics, etc.
Categories: Game Theory & Design

Record over $3B AR/VR investment in 2017 ($1.5B+ in Q4) - by Tim Merel

9 January 2018 - 7:00am
AR/VR investment records were broken last year as startups raised over $3 billion across 28 AR/VR categories (over $1.5 billion in Q4 2017). Plus Magic Leap revealed its product and took less than a fifth of all investment. Who knew that could happen?
Categories: Game Theory & Design

The limitations of matchmaking without server logic - by Joost van Dongen

9 January 2018 - 6:58am
Generic matchmaking systems on Steam/Playstation/Xbox make development easier, but limit how much control you have over matchmaking. This post discusses several approaches we tried in Awesomenauts and why we ultimately developed our own from scratch.
Categories: Game Theory & Design

Minimalist container library in C (part 1) - by Niklas Gray

9 January 2018 - 6:57am
How to implement a minimalist library of container types in C.
Categories: Game Theory & Design

Dissecting Design -- South Park Phone Destroyer - by Josh Bycer

9 January 2018 - 6:57am
Each week, Game Design Analyst Josh Bycer takes a closer look at a video game. This week, it's the monetization issues of South Park Phone Destroyer
Categories: Game Theory & Design

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