Gamasutra : expert blog
18  novembre     16h27
The "KISS" Dependency Injection Way in Unity - by Ruben Torres Bonet
   Are you using a dependency injection system in Unity? - If so, can you understand, read, debug and maintain the code of your dependency injection system in less than 10 minutes? If the answer to any is NO, this post might ring a bell
    16h14
Rational Design, Part 1 - The Player - by Alexis Jolis Desautels
   Following up on the initial thoughts on Rational Design, let’s dig deeper to provide the Why, What and How of the process. This journey will be cut in 3 pieces, each with an overarching theme: the Player, the Game and the Work.
    16h13
The "KISS" Command Pattern for Unity - by Ruben Torres Bonet
   Learn about the lovely KISS Command Pattern in Unity I cannot live without. Enjoy powerful async gameplay systems
    16h13
Hybrid Horizontal-Vertical Structure for Game Music Composers (From Spyder to Sackboy: GDC 2021) - by Winifred Phillips
   The 4th installment of a 6-part series. Composer Winifred Phillips shares content from her GDC 2021 lecture, From Spyder to Sackboy: A Big Adventure in Interactive Music. This discusses methods for hybridizing horizontal and vertical music techniques.
    16h12
How to make your own game engine (and why) - by Tyler Glaiel
   So youâ re thinking about making your own game engine. In this post I will go over why you might (or might not) want to, what systems are needed in a game engine, and how you should approach development of it.
    16h11
Rockstar’s Quest for the Ultimate Videogame Horse - by Tommy Thompson
   A good videogame horses is very difficult to get right. But Rockstar games went above and beyond in their efforts for Red Dead Redemption 2
    16h10
What Dead By Daylight Brings to (and fails)Â Horror - by Josh Bycer
   Dead by Daylight is the biggest multiplayer horror game on the market today, but does this game hold up design and monetization-wise in today’s market?
26  octobre     14h45
Experiencing "Gamelessness" - by Keith Burgun
   Those nights when you’re endlessly scrolling through your favorite game store or library, desperately wanting to play something , but rejecting every candidate you can find. I have given a name to your pain
22  octobre     09h01
Lobotomy Corporation Teaches the Value of Bad Choices - by Josh Bycer
   Decision making in videogames is obviously an important aspect of player engagement, but for today’s post, I want to talk about how the game Lobotomy Corporation was designed around making the player choose between all the bad options.
20  octobre     05h46
The Bull Case for Blockchain Gaming - by Ethan Levy
   A veteran game designer and crypto sceptic makes a conversion to full-blown blockchain enthusiast. Here are 5 reasons that blockchain gaming can help us design better experiences for our players.
    05h38
Historian talks with Ubisoft Developer about Discovery Tour - by Bob Whitaker
   Historian Bob Whitaker talks with Maxime Durand, the World Design Director of Discovery Tour for Ubisoft, about Discovery Tour: Viking Age and the Discovery Tour series more generally.
    05h37
Pure Vertical Layering for Game Music Composers (From Spyder to Sackboy: GDC 2021) - by Winifred Phillips
   The 3rd installment of a 6-prt series. Composer Winifred Phillips shares content from her GDC 2021 lecture, From Spyder to Sackboy: A Big Adventure in Interactive Music. This discusses pure vertical layering examples from the Sackboy and Spyder games.
19  octobre     15h47
The Self-Guided Career Path - by Chelsea Blasko
   Iron Galaxy’s Joseph Simmons talks about mitigating burn-out and finding ways to keep employees engaged with their work. The company continues to modify process to allow their approach to expand as they’ve grown.
07  octobre     15h49
Using Feedback as a Teacher in Videogames - by Josh Bycer
   Learning any videogame is all about an effective onboarding process and providing the player with the right amount of feedback and information. For today, we’re going to talk about how much is the correct amount of info to give to the player.
    15h48
The Importance and challenge ofœSpeed Bumpsâ In RTS Economies - by Brandon Casteel
   Inspired by contrasting the game designs of Command and Conquer games against Age of Empires 4, this article explores the space of speed bumps which help to control the pace at which players progress through gameplay.
05  octobre     10h50
A Return to Quake Retrospective - by Josh Bycer
   The boomer shooter market has been taking off among indie studios, and the recent Quake Enhanced gave me a chance to take a look back at one of the best.
28  septembre     16h25
Omdia forecasts cloud gaming to nudge 12bn by 2026 - by George Jijiashvili
   Subscription services such as Xbox Game Pass Ultimate and PlayStation Now will be the primary force driving cloud gaming, helping to generate 3.7bn in total in 2021.
21  septembre     14h58
Progression mechanisms: Blessing or curse of modern action-adventure games? - by Pascal Luban
   Almost every action-adventure game that has been released during the last decade offers players progression mechanics heavily inspired by those of RPGs. So is this a good thing or is it a sign that the industry is struggling to renew itself?
17  septembre     15h50
Marketing Meatball Theory - by Chris Zukowski
   It is really hard to get anyone to actually buy anything, much less take an action like joining your mailing list or discord. It is even more difficult when you are offering a game that is different, or a bit avant garde. The reason is they donâ t know i
15  septembre     13h37
Horizontal Resequencing and Dynamic Transitions for Game Music Composers (From Spyder to Sackboy: GDC 2021) - by Winifred Phillips
   The 2nd installment of a 6-part series. Composer Winifred Phillips shares content from her GDC 2021 talk, From Spyder to Sackboy: A Big Adventure in Interactive Music. This article explores more complex deployments of the horizontal resequencing model.