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Updated: 4 hours 19 min ago

Environments in We Were Here Together - by Lucia de Visser

11 hours 13 min ago
Our second video dev diary focuses on environmental design in We Were here Together.
Categories: Game Theory & Design

My Favorite Features - Meta Game in Last Of Us Factions Multiplayer - by Niklas Walenski

11 hours 15 min ago
In "My Favorite Features" I examine features I encountered in different games and explain why I like them. This post is focused on the Meta Game in the Last of Us Factions Multiplayer.
Categories: Game Theory & Design

Video: Manifold Garden - Is it my Genre? Trailer Analysis - by M. Joshua Cauller

11 hours 18 min ago
Discussing genre in game marketing best starts with the trailer. In this trailer breakdown of Manifold Garden, we discover what works well for associative puzzle marketing design.
Categories: Game Theory & Design

What Is Love? || A Game Romance Case Study || Part 1 - by Annie Clough

11 hours 22 min ago
What can we take away from romance systems? What drives players to pursue romance in games? This is the first part in an ongoing deconstruction project.
Categories: Game Theory & Design

Unity Scene Hierarchy: Catch that Performance Thief! (Part 2) - by Ruben Torres Bonet

11 hours 27 min ago
Your unity scene hierarchy is reducing the performance of your game. That we knew from last post. But what can you do about it? Let's find out.
Categories: Game Theory & Design

What lessons can Action games learn from classic DOOM? - by EHJ Brouwer

11 hours 29 min ago
A deepdive into what lessons Action Games can learn from classic DOOM.
Categories: Game Theory & Design

Did Activision CEO just confirm Overwatch and World of Warcraft on mobile? - by Daniel Camilo

11 hours 33 min ago
At a recent CNBC Evolve panel in LA, Activision CEO Bobby Kotick talked about his plan to reach over 1 billion users in the next 5 years. In doing so, he essentially confirmed that several franchises from the company are soon coming to mobile.
Categories: Game Theory & Design

Steam's Biggest Feature for Indie Devs is its Least Talked About - by Josh Bycer

20 November 2019 - 8:37am
A quiet feature on Steam was unveiled recently that could mean big things for indie developers, and more people need to know about it.
Categories: Game Theory & Design

My Favorite Features - Time Rewind in Life is Strange - by Niklas Walenski

20 November 2019 - 3:10am
In "My Favorite Features" I examine features I encountered in different games and explain why I like them. This post is focused on the Time Rewind Feature in Life is Strange.
Categories: Game Theory & Design

DreamHack Atlanta 2019 - Neko Ghost, Jump! Showcase Postmortem - by Victor Burgos

19 November 2019 - 7:32am
We talk in-depth about our experience showcasing Neko Ghost, Jump! for the first time at a convention. All the struggles and wins.
Categories: Game Theory & Design

How players shop during a Steam sale - by Chris Zukowski

18 November 2019 - 8:56am
Steam sales drive game purchases. Obviously. But what is happening on an individual buyer level? How can we make our games and store pages more appealing to increase purchases? I spent hours watching and interviewing gamers to find out.
Categories: Game Theory & Design

10 Game Development Trends to Watch Out for in 2020 - by Hardik Shah

18 November 2019 - 8:36am
The gaming market is booming day by day. Know what game development trends will amuse game lovers in the upcoming year 2020.
Categories: Game Theory & Design

Designing Interesting Decisions in Games (And When Not To) - by Caleb Compton

18 November 2019 - 8:00am
Sid Meier once described games as "a series of interesting decisions". But how do you design interesting decisions in your game? And what are the pitfalls to avoid when trying to design interesting decisions? Lets find out!
Categories: Game Theory & Design

Agile Game Development, Part 1: The Conception of an Idea and the Traditional Model - by Bruno Poli

18 November 2019 - 7:40am
It is important for developers of all fields, be they engineers or artists, to have a grasp on the process so they can apply their concepts to whatever project they have at hand, better adapt to changes and demands, and help projects to evolve.
Categories: Game Theory & Design

Scrappy Social Media Management: Reusing Content - by Victoria Tran

18 November 2019 - 7:33am
Reduce, reuse, recycle. Also, do the same to your content.
Categories: Game Theory & Design

Kliuless #58: Tencent Eyes the West's Console Market - by Kenneth Liu

18 November 2019 - 7:33am
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Categories: Game Theory & Design

Inside a Producer's Mind - by Nidhi Gulati

18 November 2019 - 7:32am
Has someone ever wondered what goes on in a Producer’s mind. It is a labyrinth of thoughts going around with one path, that reaches the goal. It is as chaotic as this article but whoever will read it will know where it is leading up to.
Categories: Game Theory & Design

Game Development: Protect your Game from getting Hacked - by Ashish Gogna

18 November 2019 - 7:30am
Common ways of hacking any game, and How to protect your Game from them. Must read before launching your game.
Categories: Game Theory & Design

Video Game Deep Cuts: That Superliminal Jedi Guy - by Simon Carless

16 November 2019 - 1:01am
This week's roundup includes impressions of a plethora of new releases, from Superliminal to Jedi: Fallen Order and Pokemon Sword & Shield, plus behind the scenes at the ESRB, how World Of Warcraft changed things (for good and ill), and lots more besides.
Categories: Game Theory & Design

Genre Viability on Steam and Other Trends - An Analysis Using Review Count - by Danny Weinbaum

15 November 2019 - 7:33am
Does genre affect your success odds? Using a database of review count-based revenue projections, we dive deep into sales trends on Steam. We look at which tags sell the best, as well as sales trends in release date and review score.
Categories: Game Theory & Design

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