video games

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Blog: How we designed a third-person VR experience

Gamasutra - May 22, 2017 4725

The challenges of developing our first VR game. Theseus is a third person experience, so how did we approach cameras and UI? ...


Video: We failed at publishing competitive games so you don't have to

Gamasutra - May 19, 2017 4575

At the GDC 2017 eSports Day Iron Galaxy chief Dave Lang showcases how the company tried (and mostly failed) to form a "competitive games" publishing label, sharing lessons learned along the way. ...


Salvaging a dying F2P browser game by going premium

Gamasutra - May 17, 2017 4460

Aquiris Game Studio acquired the rights to the browser FTP title Ballistic, and decided to revamp it as a premium game. ...

Blog: What makes Dead Cells' reveal trailer near-perfect?

Gamasutra - May 12, 2017 4175

"Thirty seconds in, and the trailer is done. How did they do that? The irony is that it takes a lot of time, to make a really short trailer. If you can take your time? Do it!" ...


What can student game devs do to avoid crunch?

Gamasutra - May 11, 2017 4141

The structure of a typical college semester seems to almost encourage crunch, so what can devs do to move away from what is often regarded as an unhealthy but all-too-common element of game making? ...


Video: The mechanics and monetization of self-playing games

Gamasutra - May 08, 2017 3975

Kongregate's Anthony Pecorrella breaks down what attracts players to idle games and how developers can best capitalize on the genre's unique mechanics. ...


Don't Miss: 7 crafting systems game designers should study

Gamasutra - May 02, 2017 3739

A deep and rewarding crafting system is a central feature in an increasing number of hit games. Some of the most well-crafted crafting systems have a lot to teach all developers. ...


Blog: Relationship between the player and the game through controls

Gamasutra - May 02, 2017 3635

Let's take a look at how controls are used to elicit feelings and create emotional bonds between the player and the game. ...


Don't Miss: The undying allure of the Metroidvania

Gamasutra - April 13, 2017 2590

Take a look back at this 2015 conversation with several developers about the "Metroidvania" genre -- what drew them to it, and its potential. ...


Don't Miss: How Bloodline Champions became Battlerite

Gamasutra - April 10, 2017 2427

"Instead of investing resources into trying out new game mode ideas, we took the best pieces from Bloodlines Champions and iterated, iterated and iterated." ...


Video: New Vegas and the art of designing better conversations in games

Gamasutra - April 06, 2017 2213

At GDC 2012 longtime game designer and Obsidian game director Josh Sawyer dissects a decade of dialogue tree evolution in games -- and what game devs can do to go beyond them to make better games. ...


Don't Miss: The importance of presentation in games and how to strengthen it

Gamasutra - April 05, 2017 2152

"Perhaps the biggest boon video games have ... is that they are capable of utilizing their numerous components to craft a multilayered experience that enraptures players and holds their attention." ...


Double Fine devs embark on another public Amnesia Fortnight game jam

Gamasutra - April 04, 2017 2107

Double Fine's well-known internal game jam has returned -- and this year studio devs have created 25 video pitches for games they'd like to prototype during the two-weeks of temporary forgetfulness. ...


Developer's perspective: The indie game scene in South Africa

Gamasutra - April 03, 2017 2037

South Africa's game dev scene got its first big break in 2010, with the entry of Desktop Dungeons on the world stage. The community is still small and lacks diversity, but that is slowly changing. ...


Don't Miss: The deep voice of Darkest Dungeon has some advice on hiring voice talent

Gamasutra - March 23, 2017 1437

"The concept of Darkest Dungeon grabbed me," says prolific voiceover artist Wayne June. He shares tips on hiring and working with voiceover talent. ...


Don't Miss: To write games effectively, get to the point

Gamasutra - March 17, 2017 1109

Writing in video games is not just about the story; often there are tons of game rules and information to be communicated to the player. Here's how to do it quickly and efficiently. ...


Video: A postmortem look at the making of The Oregon Trail

Gamasutra - March 15, 2017 1006

At GDC 2017, The Oregon Trail co-creator Don Rawitsch sets off on a journey to explore the development of the classic educational game that took the world by storm. ...

Frog Fractions dev reflects on the game's puzzling lack of fractions lessons

Gamasutra - March 10, 2017 735

"I kind of wish that I had actually made it a game about learning fractions," Frog Fractions dev Jim Crawford tells Noclip in a new video doc. "That also has all this other weird shit in it." ...