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Understanding Pain Points in Game Design - by Josh Bycer

Pain Points are often the understated killer of many games, and we're going to discuss how to spot them and some common mistakes for developers to avoid.

A Guide To Delay-Proof Game Development— Part I: Planning and Prevention - by Stas Ignatov

A series of production tips, suggestions, and best practices to optimize development cycles and minimize delays by META Publishing's producer Mike Matytsin.

New Oxford Study: Video games can benefit mental health! - by rakshak meena

There are numerous motives why video games also can advantage your cognitive abilities; from enhancing dexterity to growing problem-fixing abilities, gaming abilities may be positioned to suitable use with inside the outdoor world.

PLAYING A GAME IS NO LONGER ENOUGH - by Fabien Rossini

As games have evolved, so has the audience. Not content with just playing the game, a major part of today's users want to create worlds. That's what we're building at CREY, A destination for players to create, play and connect.

Case study: making Core Defense a solo dev success - by Simon Carless

A few months ago I released Core Defense on Steam and grossed $20,186 in the first week. Good enough for a solo indie developer â especially if you take into account that you can expect to make 2-5x your first week's revenue during your first year.

What's your first week revenue per game platform? - by Simon Carless

You see relatively little discussion of multi-platform revenue, including console. So I was delighted when The First Tree dev David Wehle went public with the following week 1 revenue percentages for his third-person exploration game starring a fox.

Intel View in Mafia III - by Ravi Teja Sanampudi

Technical implementation of Intel View feature in Mafia III.

Indie History of Nimoyd: Two Friends and Their Search for that Awesome Whoa Whoa Game Idea - by Rafael Wawer

Nimoyd is not only a game â but an indie story about two friends who were searching for that one awesome game idea. When we almost gave up on Xmas 2018, it clicked. We quit freelancing in 2019. Today, a small team. But it started humble, with 2 friends.

A Post Mortem about non-mechanical Games - by Rafael Branco

When and how games evolved to have clear-cut objectives? How this affects creativity of sensation-driven games? This post explores how feelings can be a driven force in games, not only mechanics and objectives.

Make your game accessible with these tips - by Laura del Pino from Rising Pixel

All video games should be played by everyone regardless of their physical circumstances. We would like all video games to be accessible to everyone, so we've written this article with a number of tips to make games more accessible.

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