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Six Years after Moneyball - by Ramin Shokrizade

25 July 2017 - 9:27am
The events that inspired the movie Moneyball changed business forever. But to save time, the real punchline was left out of the movie. Businesses rushed to copy the movie but during the bromance they set themselves up for failure.
Categories: Game Theory & Design

What Bungie Bungled With the Destiny 2 Open Beta - by Josh Bycer

25 July 2017 - 8:24am
The Destiny 2 beta became opened this weekend, and left me feeling even less interested in buying the game. For today's post, I'm going to talk about how Bungie messed up what should have been a good event.
Categories: Game Theory & Design

7 Companies Every Game Developer Should Work With - by Jennifer Mendez

25 July 2017 - 8:23am
Everyone needs a little help from time to time. There's only so much time in a day. Plus, running a business means knowing what you're good at, and outsourcing the rest!
Categories: Game Theory & Design

Using Intensity to Drive Player Engagement - by Craig Thomas

25 July 2017 - 8:23am
Designing games to appeal to both new and longtime players is a difficult challenge. In this post, I examine one of the ways we approach this challenge by using player intensity levels to drive AI behaviour.
Categories: Game Theory & Design

Using 3D-Printed Trophies and Community Tournaments to Increase Player Engagement - by Matt Linsangan

25 July 2017 - 8:23am
TASTEE: Lethal Tactics launched in May 2016. We had a fantastic launch but we knew we had to keep our community engaged - and so we started organizing tournaments. This post is about how we run them, the prizes we created, and the results we've achieved.
Categories: Game Theory & Design

The Name’s RuPaul, Dream Daddy: What Happens When Quirky Hooks Meet Memorable Gameplay - by Jennifer Mendez

24 July 2017 - 7:05am
Take a ridiculous concept, pair it with exceptional design and gameplay, and what do you get? Dream Daddy, of course.
Categories: Game Theory & Design

Interview with Jose Gomez from Gasp Inc. - by Jose Gonzalez

23 July 2017 - 8:26am
Interview with Jose Gomez, founder of the now defunct Venezuelan studio Gasp Inc. Responsible for Battle Tennis for the Xbox 360 and Power Ping Pong for smartphones. This interview serves as an appendix for "Game Development in Latin America
Categories: Game Theory & Design

Impostor Syndrome: I’m not really qualified to write this article - by Stuart Lilford

23 July 2017 - 8:26am
Ever felt like you're a fraud? Like you're faking it? That all of you're successes are attributed to luck and not hard work? Me too! This article explores my dealings with Impostor Syndrome and suggestions on how to combat it.
Categories: Game Theory & Design

Why Behold the Kickmen is a surprisingly important game - by Troy Lonergan

23 July 2017 - 8:25am
Behold the Kickmen, a pastiche on football most certainly. In the following post I will explain why I believe it could be a hugely important title for the indie scene, and perhaps even beyond.
Categories: Game Theory & Design

Video Game Deep Cuts: Castlevania Go-es To Arms - by Simon Carless

23 July 2017 - 7:01am
This week's longform articles & videos of the week include the making of the Castlevania Netflix series, hardcore Pokemon Go players, and an in-depth Arms interview.
Categories: Game Theory & Design

How Fire Emblem Heroes Made $100M from 10M Installs - by Anil Das Gupta

21 July 2017 - 9:43am
Fire Emblem Heroes has been Nintendo's most successful self-developed mobile game. But what makes it successful?
Categories: Game Theory & Design

Player motivation, part 1: Biological foundation of emotions - by Andrii Goncharuk

21 July 2017 - 9:41am
This article serves only one purpose, explain in a simple way on how our memory works and how it’s affected by hormones and neurotransmitters. Why? To explain why and how psychological models works.
Categories: Game Theory & Design

Why we will never show ads in our mobile games - by Andreas Papathanasis

21 July 2017 - 9:33am
Despite the mobile market being challenging and full of uncertainty, we are comfortable staying far away from one of the most popular ways to make money in it.
Categories: Game Theory & Design

Towards Better Gamepad Text Input - by Charlie Deck

21 July 2017 - 7:15am
The on-screen keyboard for consoles has barely changed in thirty years. Learn the history of gamepad text input, from the NES to the PS4. Then I'll describe how I iterated towards something better for my local co-op language-learning action game.
Categories: Game Theory & Design

Planes of vulnerability in Commander Keen 5 - by Pieter Smal

21 July 2017 - 7:15am
In this essay Pieter Smal discusses the planes of vulnerability in id Software's ultimate platformer.
Categories: Game Theory & Design

How to Effectively Implement a Monthly Subscription Model for Your Game - by Jennifer Mendez

21 July 2017 - 7:14am
Creating a successful subscription model for your video game takes careful consideration. Here are a few key factors to keep in mind.
Categories: Game Theory & Design

Interview with Kellee Santiago, former CEO of Thatgamecompany - by Jose Gonzalez

21 July 2017 - 7:12am
Interview with Kellee Santiago, former CEO of Thatgamecompany, responsible for Journey, Flow and Flower. This interview serves as an appendix for "Game Development in Latin America
Categories: Game Theory & Design

World designer and why we are facing a new role emerging in industry. - by Andrii Goncharuk

21 July 2017 - 7:11am
Industry of game developing are growing really fast, and new roles emerging all the time, now we are facing a new dedicated role appearing on market. Deidcated world designer! Who he is? What his job is? Whe we need him? Here is quick overview of it.
Categories: Game Theory & Design

Of Telltale Formula and Game of Thrones - by Stanislav Costiuc

21 July 2017 - 7:10am
In this video we'll talk about why Game of Thrones should not allow to retry failed game segments.
Categories: Game Theory & Design

Connecting Characters & the Immersive Experience - by Antti Kananen

21 July 2017 - 7:00am
Does using animal characters in the game make it better? Make the game more attractive to a greater audience? Read out to find out how Koukoi Games dives deeper into this topic what comes to its Crashing Season mobile game franchise.
Categories: Game Theory & Design

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