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'Marketing' for Indie Devs - Purple Cows Swimming In Blue Oceans - by Dom Drysdale

Gamasutra.com Blogs - 9 March 2015 - 4:00am
In my time as an indie dev studio founder, marketing was always a term we discussed like it was voodoo. Recently, I've been trying to improve my understanding of what modern marketing means, and its allowed me to reflect on what we did right & wrong.
Categories: Game Theory & Design

Drawing from your country’s mythology - I do it, the Japanese do it, maybe you should too - by Pedro Furtado

Gamasutra.com Blogs - 9 March 2015 - 4:00am
Examples of Pidroh and Japanese companies drawing from their own culture and why you should consider to do the same
Categories: Game Theory & Design

Learning about playfulness from Toca Boca and my kids - by Andrzej Marczewski

Gamasutra.com Blogs - 9 March 2015 - 3:59am
I learn how to play and be playful with Toca Boca and my kids!
Categories: Game Theory & Design

What good books can teach game designers - by Filip Wiltgren

Gamasutra.com Blogs - 9 March 2015 - 3:59am
Books are all about story. But it’s not the story inherent in the book that makes it memorable, it’s the story that you tell yourself after reading it that makes it worth remembering - which is what game designers should strive for in their creations.
Categories: Game Theory & Design

Majora's Mask And The Crisis of Failure - by Nathan Ware

Gamasutra.com Blogs - 9 March 2015 - 3:58am
After playing through the 3Ds rerelease of Majora's Mask, it struck me how emotional Nintendo made the experience of failure, and how unemotional other games have made it. I explore the mechanics surrounding failure, and what this means for the industry.
Categories: Game Theory & Design

SPATIALITY AND ENVIRONMENTAL STORYTELLING - by Greg Kyth

Gamasutra.com Blogs - 9 March 2015 - 3:57am
This blog post explores Spatiality and Environmental Storytelling in video games through the lens of the game ICO. It considers how Architecture in ludic space can inform narrative and create more engaging experiences.
Categories: Game Theory & Design

Video (screencast) 10 “Need to Knows” that Make a (Hobbiest) Game Good - by Lewis Pulsipher

Gamasutra.com Blogs - 9 March 2015 - 3:48am
What makes for a good game? In this two-part screencast I discuss elements that help make any game for hobbiests ( as opposed to a party or family game) a good game. It's a summary, not grondbreaking, of course.
Categories: Game Theory & Design

Understanding Your Kickstarter Liabilities - by Dan Rogers

Gamasutra.com Blogs - 9 March 2015 - 3:47am
Kickstarter provides a unique opportunity to match those who dream big with people willing to pay in advance or give a small gift for the same. At the same time, it comes with a host of legal liabilities that few really understand.
Categories: Game Theory & Design

Monday Morning Game Design - by Tom Nietfeld

Gamasutra.com Blogs - 9 March 2015 - 3:46am
Weekly Game Design Blog.
Categories: Game Theory & Design

My GDC ride - by Dirk Schembri

Gamasutra.com Blogs - 9 March 2015 - 3:41am
This is a overview of my experience at GDC for the first time in San Fransico. I go over things I've learnt, people I've met and recommendations for anyone interested.
Categories: Game Theory & Design

Games that let you write your own story and how Counter-Strike gives you an audence - by Christopher Gile

Gamasutra.com Blogs - 9 March 2015 - 3:37am
Online multiplayer games such as TF2 or CS don't try to tell you a story but they let you make one with the people you play against/with. Amongst all of them though CS always struck me as the most theatrical of the lot because it gives you an audience.
Categories: Game Theory & Design

Breaking In: Part 2 - by Harrison Pink

Gamasutra.com Blogs - 9 March 2015 - 3:35am
In Part Two of my series on getting into the game industry, I discuss the difficulties of breaking in, provide specific suggestions for getting past them and reveal some embarrassingly bad work from my past!
Categories: Game Theory & Design

Sticking with a vision, for better or worse - by Lee Perry

Gamasutra.com Blogs - 9 March 2015 - 3:28am
We all make important decisions as we go through the process of creating a project... but for me at least, the most painful calls are the ones that make me choose between my original idealized inspiration, versus what a game is naturally evolving into.
Categories: Game Theory & Design

The Musical Box #27: Game Music Level Design - by Marcelo Martins

Gamasutra.com Blogs - 9 March 2015 - 3:26am
The Musical Box features 30 articles focusing on game music production and implementation. Edition #27: Rayman Origins
Categories: Game Theory & Design

Crystal Quest Kickstarter Funding Fail Postmortem - by John Ardussi

Gamasutra.com Blogs - 9 March 2015 - 3:22am
The Kickstarter experience can feel like jumping in a pool with all your clothes on. You may want to be in the pool, but you didn't prepare right and now you are drowning. Here are some suggestions. Ignore at your own risk. There is no lifeguard on duty.
Categories: Game Theory & Design

Fuzzy Thinking: Hit or Missile

RPGNet - 9 March 2015 - 12:00am
Fuzzy spells.
Categories: Game Theory & Design
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