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Resources for Video Game Music Composers: The Big List - by Winifred Phillips

11 December 2018 - 7:47am
Game composer Winifred Phillips presents an annual resource list for game composers. Included: game music concert tours for inspiration, communities and forums for advice, popular software tools, and conferences/academia resources for advanced learning.
Categories: Game Theory & Design

Quantitative design - How to define XP thresholds? - by Pascal Luban

11 December 2018 - 7:05am
Increasing number of games include progression trees in their core gameplay experience. The question is how to compute the values associated with each threshold. There exist three techniques. Let’s review them and assess their pros and cons.
Categories: Game Theory & Design

Taking State Transitions in Vulkan and Direct3D12 under Control: a Diligent Approach - by Egor Yusov

11 December 2018 - 7:05am
This article introduces the problem of resource state management and synchronization in modern graphics APIs such as Direct3D12 and Vulkan and describes a solution offered by Diligent Engine.
Categories: Game Theory & Design

An IKEA guide to STEAM product page that simply works. - by Patryk Grzeszczuk

11 December 2018 - 7:02am
The role of your game's store page varies depending on the stage of your marketing campaign you are in at the moment. Whatever role it plays, it proves to be a handy tool in your marketing/business toolbox.
Categories: Game Theory & Design

The Chinese Gamer, The Buyer - by SherryLi Wiitrans

11 December 2018 - 7:00am
Despite big jumps in the numbers of Chinese gamers each year, the market has not received the attention it deserves.
Categories: Game Theory & Design

Desert Child: How I Faked Everything and Hopefully Got Away with It - A Tragedy in 3(D) Acts - by GameMaker Studio

11 December 2018 - 7:00am
Oscar Brittain and Akupara Games are releasing Desert Child on Switch, Xbox, PlayStation 4, and Steam December 11! Oscar hit us with the following tech blog on how he 'faked' his striking 3D look in the game.
Categories: Game Theory & Design

Making of a indie horror game - by Arjun Sankhala

11 December 2018 - 7:00am
Day first of making a indie horror game - downloading the assets
Categories: Game Theory & Design

How Tom Clancy's The Division Manages AI Online - by Tommy Thompson

10 December 2018 - 6:44am
In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.
Categories: Game Theory & Design

Comic Book Antics - by Gregory Pellechi

10 December 2018 - 6:44am
Video games owe a lot to comic books, not just because they’re both part of nerd culture but because they’re both visual mediums doing storytelling. Here are some lessons we can learn from comic books and Stan Lee when it comes to game writing.
Categories: Game Theory & Design

A Team-Oriented Approval Process - by Timothy Ryan

10 December 2018 - 6:43am
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.
Categories: Game Theory & Design

How to build world and tell stories in VR - Part 2 - by Michela Rimensberger

10 December 2018 - 6:43am
In the first part of 'how to build worlds and tell stories in VR' we emphasized on the aspects of worldbuilding order to create a consistent self-contained fantasy universe. This part sheds light on VR specific difficulties and how to tackle them.
Categories: Game Theory & Design

The Epic Store, In Its Current State, is Not Good for Anyone. - by David Galindo

10 December 2018 - 6:42am
Epic puts in 12% of the effort with an abysmal game launcher, few user features, but fantastic incentives for indie developers.
Categories: Game Theory & Design

Video: On Twine - by Abigail Corfman

10 December 2018 - 6:42am
A talk by Abigail Corfman on how to design text-based games using Twine. Uses interactive fiction as a vehicle for talking about game design principles in general. Given to the Ukraine Gameloft studio on August 2, 2018.
Categories: Game Theory & Design

Paying for Power in Matchmade Games - by Andrew Erridge

10 December 2018 - 6:41am
Like most players, knowing that players can pay for power in a game of skill make me feels gross just on the surface, but let’s talk about how it manifests in still stranger ways below the surface.
Categories: Game Theory & Design

Sharing economy, revolutionizing the VIP gaming experience - by Jason Kong

10 December 2018 - 6:34am
Leasing VIP game accounts, a cheap alternative to experiencing high level/priced items
Categories: Game Theory & Design

How Do Free Apps Make Money in 2018? - by Aleksandra Bessalitskykh

10 December 2018 - 6:32am
If you are thinking of developing an app and are unsure how a free app brings profit, the following article provides clarification.
Categories: Game Theory & Design

Designing A Social Cooking Game From Scratch - by Varun Ramachandran

10 December 2018 - 6:30am
This post is a summary of my experience designing a social cooking game.I will be covering each phase of the design process on a high level and hopefully, it sheds some light on the game and what made it successful. Thank you for your time!
Categories: Game Theory & Design

Video Game Deep Cuts: Smash That Punch-Out, Hard - by Simon Carless

9 December 2018 - 12:33am
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.
Categories: Game Theory & Design

What you Give is What you Get: Environmental Storytelling in Games - by Caleb Compton

6 December 2018 - 7:02am
Games these days keep getting bigger, with larger open worlds, and more characters, quests and items than ever before. However, even with so much to do the worlds can feel empty. Environmental storytelling is one way to add depth and life to your game.
Categories: Game Theory & Design

Producer's First Steps - by Nick Guilliams

6 December 2018 - 7:01am
The overarching lesson that helped me understand how to be a better producer and team leader.
Categories: Game Theory & Design

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