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Updated: 3 hours 9 min ago

One simple method to stay organized - by Raphael Fortin

5 hours 9 min ago
This technique is very simple yet very powerful for becoming a more or even more organized dev/biz person.
Categories: Game Theory & Design

Taking live soundtrack improvisation to the next level - by Joost van Dongen

5 hours 10 min ago
We did a very bold experiment: we let people play whatever game they wanted and we improvised a live soundtrack based on what happened on the screen. In this post I explain our approach and what we learned about what works musically and what doesn't.
Categories: Game Theory & Design

Keyboard Focus and Event Trickling in Immediate Mode GUIs - by Niklas Gray

5 hours 10 min ago
Discusses how to handle keyboard focus and trickling of events (UI responder chain) in an Immediate Mode GUI.
Categories: Game Theory & Design

38 Great Resources for Game Developers - by Jasmine Greene

5 hours 10 min ago
Some excellent resources to get you started on your game dev journey.
Categories: Game Theory & Design

Dissecting Design -- How Pacman Championship Edition Elevated Classic Design - by Josh Bycer

5 hours 11 min ago
For this week's video game analysis, Josh Bycer of Game-Wisdom looked at how Pacman Championship Edition managed to elevate one of the most recognizable game designs.
Categories: Game Theory & Design

100 Day of VR: Day 13 Attacking Enemies, Health System, and Death Animation in Unity - by Josh Chang

5 hours 12 min ago
Today we’re going to go on and implement the shooting logic for our player and to fix the annoying bug where the player would be perpetually moving after they come in contact with any other colliders.
Categories: Game Theory & Design

In-a-Gadda-da-Procgen: Generating Procedural Flowers - by Yanko Oliveira

5 hours 13 min ago
My pet project, Bestiarium, might never be finished, but it’s a fertile ground for tons of little generative prototypes. This time, I explored creating a procedural flower generator.
Categories: Game Theory & Design

Game Design Inspirations: Marvel vs. Capcom: Infinite's Challenge Mode - by Paul Gadi

5 hours 13 min ago
Dedicated fighting game players will spend a lot of time in these Training and Mission modes, more so than in the relatively short Story Mode. The user experience for these should be as polished and well-thought-out.
Categories: Game Theory & Design

“I want it just like LoL”: How do you monetize in-game skins? - by Vladimir Krasilnikov

5 hours 14 min ago
Indie developers love repeating that they’ll never make pay-to-win games, nodding to League of Legends’ business model to justify their opinion. Is it really that easy to make money by selling visual content? And if so, how should one go about doing it?
Categories: Game Theory & Design

Bringing Galaxy on Fire 3 to Vulkan: Introduction and Fundamentals - by Johannes Kuhlmann

25 September 2017 - 7:20am
Blog series on how we brought our game to Vulkan. This is post 1 of 5 giving an introduction and talking about DescriptorSets as well as synchronization.
Categories: Game Theory & Design

Trailer first playthrough of Mystic Melee - by M. Joshua Cauller

25 September 2017 - 7:20am
Sometimes, a trailer can only be understood in light of the game itself. So M. Joshua first reviews the trailer for 'Mystic Melee' before playing-through the game's basic modes; making sense of their relationship with one another.
Categories: Game Theory & Design

100 Days of VR: Day 11 Using Real Enemy Asset Models - by Josh Chang

25 September 2017 - 7:19am
Welcome back to Day 11 of my 100 days of VR development! Continuing from where we left off, we have a cube as an enemy, but today we're going to create our own character with animations!
Categories: Game Theory & Design

Rayhouse retrospective - by Harri Jokinen

25 September 2017 - 7:19am
My complete recollection of game development with Rayhouse Productions.
Categories: Game Theory & Design

The importance of press kits - by Catalin Marcu

25 September 2017 - 7:18am
A look at the importance of press kits, how early you should have one and what it should contain.
Categories: Game Theory & Design

What is AR and Does it Matter for Games? - by Adam Fung

25 September 2017 - 6:20am
The key takeaways from the opening Keynote at the Austin Game Developer Conference. John Hanke, CEO and Founder of Niantic Labs discusses the future of AR and PokemonGo.
Categories: Game Theory & Design

Bea The Bullet Dev Log #1 - Designing Interesting and Efficient Levels For a Time Trial Game - by Devon Wiersma

25 September 2017 - 6:19am
What does it take to create an environment that minimizes manpower needed to create it while still being varied for the player? In this dev-log I take an in-depth look at the design process behind Bea The Bullet and how we overcome some of these obstacles
Categories: Game Theory & Design

Gaming: Experimenting and being Allowed to Fail…a lot! - by Albert van der Meer

25 September 2017 - 6:19am
Why is it that when we play a game, failure is perfectly fine, even in certain games it’s necessary, it’s part of the process?
Categories: Game Theory & Design

100 Days of VR: Day 12 Creating AI Movements For Enemies In Unity - by Josh Chang

25 September 2017 - 6:19am
Today We’re going to create the navigation AI for our Knight Enemy to chase and attack the player.
Categories: Game Theory & Design

The Many Benefits of Speedhacking - by Martijn van Iersel

25 September 2017 - 6:08am
Speedhacks are competitions where you develop a complete game in just a weekend. I frequently participate, and found them to be incredibly educational and fulfilling, and they let me to grow as a developer. Here is why you too should participate in one.
Categories: Game Theory & Design

Reflection on Indie Dev - by Eric Hammann

25 September 2017 - 6:08am
Over the past year and a half I made my first game. I'm far from a seasoned indie dev after one game, but I've realized more than a few mistakes I made along the way. If you're starting out and want to avoid the same pitfalls I suggest reading this.
Categories: Game Theory & Design

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