Gamasutra.com - Expert Blogs http://www.gamasutra.com/blogs/expert/ Gamasutra Blogs Sat, 18 May 2013 12:56:47 EDT en-us scarless@think-services.com (Simon Carless) All You Need is Love - by Benjamin Quintero http://www.gamasutra.com/blogs/BenjaminQuintero/20130517/192516/All_You_Need_is_Love.php I am hopeful that the people on the inside can do something to change the culture on the outside. http://www.gamasutra.com/blogs/BenjaminQuintero/20130517/192516/All_You_Need_is_Love.php Fri, 17 May 2013 10:39:00 EDT Students: Tips for Learning Game Development Over the Summer - by Brice Morrison http://www.gamasutra.com/blogs/BriceMorrison/20130517/192465/Students_Tips_for_Learning_Game_Development_Over_the_Summer.php Summer is a great opportunity to improve one’s skills, learn more about your craft, and increase your odds of a game studio finding you attractive. Plus, it’s a lot of fun to have some time to devote to ideas that have been bouncing around in your head. http://www.gamasutra.com/blogs/BriceMorrison/20130517/192465/Students_Tips_for_Learning_Game_Development_Over_the_Summer.php Fri, 17 May 2013 10:16:00 EDT All Your Nintendo Let's Plays Are Belong To Nintendo? - by Greg Lastowka http://www.gamasutra.com/blogs/GregLastowka/20130517/192424/All_Your_Nintendo_Lets_Plays_Are_Belong_To_Nintendo.php Business/Marketing,Social/Online Does Nintendo have the legal right to monetize Let's Play videos on YouTube? That's a tricky question, and it's not just a question of copyright law's fair use doctrine. http://www.gamasutra.com/blogs/GregLastowka/20130517/192424/All_Your_Nintendo_Lets_Plays_Are_Belong_To_Nintendo.php Fri, 17 May 2013 12:26:00 EDT Even Further Down the Curation Rabbithole - by Adam Saltsman http://www.gamasutra.com/blogs/AdamSaltsman/20130516/192393/Even_Further_Down_the_Curation_Rabbithole.php Design,Indie In addition to financial conflict-of-interest and our own preferences, the attitudes of our fans and followers, and the design of social media itself, also create obstacles for the spread of new and innovative designs. http://www.gamasutra.com/blogs/AdamSaltsman/20130516/192393/Even_Further_Down_the_Curation_Rabbithole.php Thu, 16 May 2013 02:42:00 EDT Systems of Control in F2P - by Ramin Shokrizade http://www.gamasutra.com/blogs/RaminShokrizade/20130516/192386/Systems_of_Control_in_F2P.php Business/Marketing,Social/Online To better understand current F2P market trends, it is valuable to think about control mechanisms instead of pricing. This paper attempts to explain current marketplace trends and predict where they are going. http://www.gamasutra.com/blogs/RaminShokrizade/20130516/192386/Systems_of_Control_in_F2P.php Thu, 16 May 2013 01:42:00 EDT Maximizing Your Side Project Success - by Ben Serviss http://www.gamasutra.com/blogs/BenServiss/20130516/192317/Maximizing_Your_Side_Project_Success.php Design,Production Stuck under a mountain of side projects? Manage your time and increase your successes with these key questions. http://www.gamasutra.com/blogs/BenServiss/20130516/192317/Maximizing_Your_Side_Project_Success.php Thu, 16 May 2013 11:11:00 EDT For a Career in Gaming, are Game Design Degrees Worth It? - by Brice Morrison http://www.gamasutra.com/blogs/BriceMorrison/20130516/192314/For_a_Career_in_Gaming_are_Game_Design_Degrees_Worth_It.php Design Many students and parents believe that if they are interested in a career in games, then the best thing for them to pursue is a degree in “Game Design”, “Game Programming”, or “Game Art and Animation”. I share my recommendations against this thinking. http://www.gamasutra.com/blogs/BriceMorrison/20130516/192314/For_a_Career_in_Gaming_are_Game_Design_Degrees_Worth_It.php Thu, 16 May 2013 10:08:00 EDT The Trouble with Immersion, or the Opening of Metro: Last Light - by Adrian Chmielarz http://www.gamasutra.com/blogs/AdrianChmielarz/20130516/192311/The_Trouble_with_Immersion_or_the_Opening_of_Metro_Last_Light.php Using Metro: Last Light and Max Payne 3 as examples, I try to figure out how to avoid the loss of immersion when interacting with NPCs. http://www.gamasutra.com/blogs/AdrianChmielarz/20130516/192311/The_Trouble_with_Immersion_or_the_Opening_of_Metro_Last_Light.php Thu, 16 May 2013 09:35:00 EDT Immersion in mobile gaming – what affects it? - by Przemyslaw Szczepaniak http://www.gamasutra.com/blogs/PrzemyslawSzczepaniak/20130516/192306/Immersion_in_mobile_gaming__what_affects_it.php Design,Smartphone/Tablet In this entry I'm trying to figure out which factors immerse us to play mobile games, and how different this is from playing games on PC's or consoles. http://www.gamasutra.com/blogs/PrzemyslawSzczepaniak/20130516/192306/Immersion_in_mobile_gaming__what_affects_it.php Thu, 16 May 2013 06:04:00 EDT Another "Fix Greenlight" proposal: engagement metrics. - by Aaron San Filippo http://www.gamasutra.com/blogs/AaronSanFilippo/20130515/192300/Another_quotFix_Greenlightquot_proposal_engagement_metrics.php Niche games are struggling on Greenlight. Here's an idea for giving them a fighting chance. http://www.gamasutra.com/blogs/AaronSanFilippo/20130515/192300/Another_quotFix_Greenlightquot_proposal_engagement_metrics.php Wed, 15 May 2013 10:21:00 EDT The Stanley Parable Dev Showcase: Payment - by Davey Wreden http://www.gamasutra.com/blogs/DaveyWreden/20130515/192272/The_Stanley_Parable_Dev_Showcase_Payment.php Design,Serious The Stanley Parable Helpful Development Showcase is an extremely insightful and informative look into what it takes to make a video game. This week: How to monetize your game effectively http://www.gamasutra.com/blogs/DaveyWreden/20130515/192272/The_Stanley_Parable_Dev_Showcase_Payment.php Wed, 15 May 2013 05:05:00 EDT The Contemporariness of Game Design - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20130515/192269/The_Contemporariness_of_Game_Design.php Design Today's post examines how game design and appeal has evolved over the last twenty plus years and the tug of war between games that are considered timeless and those that are collectible. http://www.gamasutra.com/blogs/JoshBycer/20130515/192269/The_Contemporariness_of_Game_Design.php Wed, 15 May 2013 03:31:00 EDT Cast Away - by Ted Brown http://www.gamasutra.com/blogs/TedBrown/20130515/192236/Cast_Away.php Eight years in the industry, and met with a wall of silence on the job search. How can job seekers fix what's wrong if they aren't given feedback? Warning: highly personal. http://www.gamasutra.com/blogs/TedBrown/20130515/192236/Cast_Away.php Wed, 15 May 2013 08:00:00 EDT Motiva v. Nintendo: the Facts, the Law, Patent Troll Loss, and Lesson for Indie Game Developers - by Will Lewis http://www.gamasutra.com/blogs/WillLewis/20130515/192246/Motiva_v_Nintendo_the_Facts_the_Law_Patent_Troll_Loss_and_Lesson_for_Indie_Game_Developers.php Business/Marketing Nintendo won a patent infringement case brought by Motiva against Nintendo. What is the factual background of the case, why did the court decide how it did, what is the broader legal impact of the case, and what lessons are there for indie developers? http://www.gamasutra.com/blogs/WillLewis/20130515/192246/Motiva_v_Nintendo_the_Facts_the_Law_Patent_Troll_Loss_and_Lesson_for_Indie_Game_Developers.php Wed, 15 May 2013 01:00:00 EDT Good at Heart: In Defense of the Indie Community - by E McNeill http://www.gamasutra.com/blogs/EMcNeill/20130514/192232/Good_at_Heart_In_Defense_of_the_Indie_Community.php Indie A response to Kurt Bieg's critique. http://www.gamasutra.com/blogs/EMcNeill/20130514/192232/Good_at_Heart_In_Defense_of_the_Indie_Community.php Tue, 14 May 2013 07:47:00 EDT Server Migration in Unity - by Darrel Cusey http://www.gamasutra.com/blogs/DarrelCusey/20130514/192230/Server_Migration_in_Unity.php Programming,Console/PC This is the third article in my 3-part series demonstrating how Unity's built-in networking can be easily enhanced to allow for a peer-to-peer networking model. In this article, I demonstrate Server Migration - unity package included. http://www.gamasutra.com/blogs/DarrelCusey/20130514/192230/Server_Migration_in_Unity.php Tue, 14 May 2013 07:02:00 EDT Playing with money = playing with emotions - by Patrick Miller http://www.gamasutra.com/blogs/PatrickMiller/20130514/192217/Playing_with_money__playing_with_emotions.php Design,Console/PC,Social/Online,Smartphone/Tablet Microtransaction-driven free-to-play games often get a bad rap because many of them make players feel nickled-and-dimed at every step. Perhaps we can avoid this by looking at the real-world purchases we make that make us feel good instead of duped. http://www.gamasutra.com/blogs/PatrickMiller/20130514/192217/Playing_with_money__playing_with_emotions.php Tue, 14 May 2013 02:51:00 EDT Does a Focus on Quality Make for Better PR? - by Tom Ohle http://www.gamasutra.com/blogs/TomOhle/20130514/192205/Does_a_Focus_on_Quality_Make_for_Better_PR.php Business/Marketing,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet There's a constant tug-of-war in the PR world between quantity and quality. Is a press release effective if only 30% of media actually open the email? Do we actually benefit (other than financially) from working on a not-so-great game? Read on. http://www.gamasutra.com/blogs/TomOhle/20130514/192205/Does_a_Focus_on_Quality_Make_for_Better_PR.php Tue, 14 May 2013 12:50:00 EDT The Truth about Being a Beta Tester - by Brice Morrison http://www.gamasutra.com/blogs/BriceMorrison/20130514/192197/The_Truth_about_Being_a_Beta_Tester.php Design Many students dream of being a "beta tester" or game tester, someone who plays games for a living. It sounds like the ultimate job, right? Unfortunately, as many game developers will tell you, game testing isn’t all it’s cracked up to be. http://www.gamasutra.com/blogs/BriceMorrison/20130514/192197/The_Truth_about_Being_a_Beta_Tester.php Tue, 14 May 2013 09:52:00 EDT Our Immiscible Future - by Matthew Burns http://www.gamasutra.com/blogs/MatthewBurns/20130513/192172/Our_Immiscible_Future.php Design,Indie Here it is, I think: the moment the world of video games definitively chunked up into discrete groups and congealed. http://www.gamasutra.com/blogs/MatthewBurns/20130513/192172/Our_Immiscible_Future.php Mon, 13 May 2013 03:56:00 EDT How can I make my games more inclusive? - by Daniel Cook http://www.gamasutra.com/blogs/DanielCook/20130513/192170/How_can_I_make_my_games_more_inclusive.php Design What are some pragmatic means of creating more inclusive games? http://www.gamasutra.com/blogs/DanielCook/20130513/192170/How_can_I_make_my_games_more_inclusive.php Mon, 13 May 2013 03:41:00 EDT Thoughts on Slender: The Arrival - by Thomas Grip http://www.gamasutra.com/blogs/ThomasGrip/20130513/192169/Thoughts_on_Slender_The_Arrival.php Design Critique on the great and not so great things about Slender: The Arrival. http://www.gamasutra.com/blogs/ThomasGrip/20130513/192169/Thoughts_on_Slender_The_Arrival.php Mon, 13 May 2013 03:09:00 EDT A Tale of Two Talent Trees - by Jamie Madigan http://www.gamasutra.com/blogs/JamieMadigan/20130513/192135/A_Tale_of_Two_Talent_Trees.php Can how skill trees or upgrade choices are presented affect how satisfied players will be and how likely they are to regret their decision? http://www.gamasutra.com/blogs/JamieMadigan/20130513/192135/A_Tale_of_Two_Talent_Trees.php Mon, 13 May 2013 03:00:00 EDT Welcome to the club - Women in Video Games, Circa 1983. - by Ryan Langley http://www.gamasutra.com/blogs/RyanLangley/20130513/192152/Welcome_to_the_club__Women_in_Video_Games_Circa_1983.php "Video Games" Magazine Issue 8, March 1983 - Welcome to the Club! An amazing article written by Ann Kreuger about the role of Women in developing video games. http://www.gamasutra.com/blogs/RyanLangley/20130513/192152/Welcome_to_the_club__Women_in_Video_Games_Circa_1983.php Mon, 13 May 2013 09:15:00 EDT Online Gaming. A positive and enjoyable past time. - by Andrzej Marczewski http://www.gamasutra.com/blogs/AndrzejMarczewski/20130513/192149/Online_Gaming_A_positive_and_enjoyable_past_time.php Design,Console/PC A long time ago in a galaxy far far away… oh wait wrong story. A few years ago, in a town somewhere in Cardiff, before I was a father or even married (I was at University), I got my first taste of online gaming. More specifically, clan gaming. http://www.gamasutra.com/blogs/AndrzejMarczewski/20130513/192149/Online_Gaming_A_positive_and_enjoyable_past_time.php Mon, 13 May 2013 04:00:00 EDT Book Review: 'You' by Austin Grossman - by Rob Lockhart http://www.gamasutra.com/blogs/RobLockhart/20130512/192132/Book_Review_You_by_Austin_Grossman.php 'You' is a novel about a game designer written by a writer for AAA games. It's right up your alley. http://www.gamasutra.com/blogs/RobLockhart/20130512/192132/Book_Review_You_by_Austin_Grossman.php Sun, 12 May 2013 11:21:00 EDT Techniques for Finding Unlisted Game Internships - by Brice Morrison http://www.gamasutra.com/blogs/BriceMorrison/20130511/192127/Techniques_for_Finding_Unlisted_Game_Internships.php The Gamasutra Job Boards are a fantastic source of job opportunities. but many companies don’t have the time to post formal positions. Here we'll discuss some techniques students can use to find unlisted internships and jobs. http://www.gamasutra.com/blogs/BriceMorrison/20130511/192127/Techniques_for_Finding_Unlisted_Game_Internships.php Sat, 11 May 2013 02:06:00 EDT Coping with Comparison - by Miko Charbonneau http://www.gamasutra.com/blogs/MikoCharbonneau/20130510/192111/Coping_with_Comparison.php Design One inevitable contribution to mid-development despair is being faced with the similarities between your game and others in the same genre. Here are some things I keep in mind when my shiny new idea starts to feel redundant. http://www.gamasutra.com/blogs/MikoCharbonneau/20130510/192111/Coping_with_Comparison.php Fri, 10 May 2013 04:20:00 EDT PR Pro Tips: Targeting And Pitching Your Game To Media - by Shannon Drake http://www.gamasutra.com/blogs/ShannonDrake/20130510/192102/PR_Pro_Tips_Targeting_And_Pitching_Your_Game_To_Media.php Business/Marketing,Indie Advice for indie developers on targeting press and pitching their games to media. http://www.gamasutra.com/blogs/ShannonDrake/20130510/192102/PR_Pro_Tips_Targeting_And_Pitching_Your_Game_To_Media.php Fri, 10 May 2013 12:41:00 EDT There's good in you yet, F2P games, I can sense it! - by Lee Perry http://www.gamasutra.com/blogs/LeePerry/20130510/192097/Theres_good_in_you_yet_F2P_games_I_can_sense_it.php Design In this post I ask of you to clear your mind for a few minutes, wipe away preconceptions about motives and skeezy companies. Lets pluck out a couple facets of F2P gaming and analyze them specifically for their own merits. http://www.gamasutra.com/blogs/LeePerry/20130510/192097/Theres_good_in_you_yet_F2P_games_I_can_sense_it.php Fri, 10 May 2013 10:39:00 EDT The Importance of Making Players Feel Important - by Ben Serviss http://www.gamasutra.com/blogs/BenServiss/20130509/191979/The_Importance_of_Making_Players_Feel_Important.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet How do you make your players feel important? These three tips could mean the difference between a bad review and a lifelong fan. http://www.gamasutra.com/blogs/BenServiss/20130509/191979/The_Importance_of_Making_Players_Feel_Important.php Thu, 09 May 2013 09:15:00 EDT You Have an Idea for a Game - Here's Why Nobody Cares - by Adrian Chmielarz http://www.gamasutra.com/blogs/AdrianChmielarz/20130509/191987/You_Have_an_Idea_for_a_Game__Heres_Why_Nobody_Cares.php Design,Console/PC Game studios rarely make games based on designs from random strangers. Especially when these strangers don't really want to be making games. http://www.gamasutra.com/blogs/AdrianChmielarz/20130509/191987/You_Have_an_Idea_for_a_Game__Heres_Why_Nobody_Cares.php Thu, 09 May 2013 09:02:00 EDT The Stanley Parable Helpful Development Showcase: Self Review - by Davey Wreden http://www.gamasutra.com/blogs/DaveyWreden/20130508/191955/The_Stanley_Parable_Helpful_Development_Showcase_Self_Review.php Business/Marketing,Serious The Stanley Parable Helpful Development Showcase is an extremely insightful and informative look into what it takes to make a video game. This week: A review of last week's blog post http://www.gamasutra.com/blogs/DaveyWreden/20130508/191955/The_Stanley_Parable_Helpful_Development_Showcase_Self_Review.php Wed, 08 May 2013 02:47:00 EDT The DRM Distinction of Steam's Success - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20130508/191953/The_DRM_Distinction_of_Steams_Success.php This year marks the ten year anniversary of Steam and today's post looks at some of the reasons why it has become #1 for many gamers. http://www.gamasutra.com/blogs/JoshBycer/20130508/191953/The_DRM_Distinction_of_Steams_Success.php Wed, 08 May 2013 02:37:00 EDT Asynchronous Games and Codex - by David Sirlin http://www.gamasutra.com/blogs/DavidSirlin/20130508/191898/Asynchronous_Games_and_Codex.php Design,Indie After years of development of my card game Codex, I recently experimented with revising it to support asynchronous play. This initially crazy idea leads to several discoveries. http://www.gamasutra.com/blogs/DavidSirlin/20130508/191898/Asynchronous_Games_and_Codex.php Wed, 08 May 2013 03:06:00 EDT How Games are Art - by Neils Clark http://www.gamasutra.com/blogs/NeilsClark/20130508/191896/How_Games_are_Art.php Audio,Design,Programming,Production,Art,Console/PC,Indie,Social/Online,Smartphone/Tablet In around 100 words. http://www.gamasutra.com/blogs/NeilsClark/20130508/191896/How_Games_are_Art.php Wed, 08 May 2013 02:22:00 EDT Why I Am Making Games - by E McNeill http://www.gamasutra.com/blogs/EMcNeill/20130507/191880/Why_I_Am_Making_Games.php Indie A reflection inspired by Noel Llopis's GDC microtalk. http://www.gamasutra.com/blogs/EMcNeill/20130507/191880/Why_I_Am_Making_Games.php Tue, 07 May 2013 07:04:00 EDT Random Game Idea : A Twitter Feed Of Mostly Useless (But Sometimes Not) Fodder To Spark Your Imagination - by Steve Fulton http://www.gamasutra.com/blogs/SteveFulton/20130507/191820/Random_Game_Idea__A_Twitter_Feed_Of_Mostly_Useless_But_Sometimes_Not_Fodder_To_Spark_Your_Imagination.php Random Game Idea : A Twitter Feed Of Mostly Useless (But Sometimes Not) Fodder To Spark Your Imagination http://www.gamasutra.com/blogs/SteveFulton/20130507/191820/Random_Game_Idea__A_Twitter_Feed_Of_Mostly_Useless_But_Sometimes_Not_Fodder_To_Spark_Your_Imagination.php Tue, 07 May 2013 09:33:00 EDT The single most useful advice I can give for making any game better.. feedback - by Lee Perry http://www.gamasutra.com/blogs/LeePerry/20130506/191739/The_single_most_useful_advice_I_can_give_for_making_any_game_better_feedback.php Design Whenever a developer asks or allows me to look at an unfinished project to give advice, time and again I find myself giving this same input. Make your game "feel" good. A nebulous bit of input, but not as hard to implement as you'd think. http://www.gamasutra.com/blogs/LeePerry/20130506/191739/The_single_most_useful_advice_I_can_give_for_making_any_game_better_feedback.php Mon, 06 May 2013 11:12:00 EDT Improving Freemium Design - Knight Storm by MunkyFun - by Benjamin Sipe http://www.gamasutra.com/blogs/BenjaminSipe/20130506/191736/Improving_Freemium_Design__Knight_Storm_by_MunkyFun.php Business/Marketing,Design,Production,Smartphone/Tablet I love medieval and renaissance themed entertainment. I also enjoy games developed by MunkyFun so naturally I was excited to play Knight Storm. However, my excitement fizzled rather quickly and never felt compelled to spend so let's take a look at why. http://www.gamasutra.com/blogs/BenjaminSipe/20130506/191736/Improving_Freemium_Design__Knight_Storm_by_MunkyFun.php Mon, 06 May 2013 10:06:00 EDT The Trouble and Frustration of Game Mechanics - by Andrzej Marczewski http://www.gamasutra.com/blogs/AndrzejMarczewski/20130506/191734/The_Trouble_and_Frustration_of_Game_Mechanics.php Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet A while back I did an article on what game mechanics actually are. I was looking for a good example of how a mechanic can change a game – and then yesterday I found it. http://www.gamasutra.com/blogs/AndrzejMarczewski/20130506/191734/The_Trouble_and_Frustration_of_Game_Mechanics.php Mon, 06 May 2013 09:36:00 EDT 11 Tips for Maximizing Player Expression - by Daniel Cook http://www.gamasutra.com/blogs/DanielCook/20130505/191730/11_Tips_for_Maximizing_Player_Expression.php Design What sort of designs can we make if we focus on player expression? http://www.gamasutra.com/blogs/DanielCook/20130505/191730/11_Tips_for_Maximizing_Player_Expression.php Sun, 05 May 2013 05:07:00 EDT Setting Up OUYA for Unity - by Josh Sutphin http://www.gamasutra.com/blogs/JoshSutphin/20130505/191728/Setting_Up_OUYA_for_Unity.php Programming OUYA provides a Unity plugin, but initial setup is less than straightforward. Here's a simple step-by-step guide that'll set you up from scratch for OUYA development in Unity. http://www.gamasutra.com/blogs/JoshSutphin/20130505/191728/Setting_Up_OUYA_for_Unity.php Sun, 05 May 2013 02:09:00 EDT A Voodoo Friends postmortem - by Jimmy Marcus Larsen http://www.gamasutra.com/blogs/JimmyMarcusLarsen/20130504/191719/A_Voodoo_Friends_postmortem.php Design,Smartphone/Tablet Motivated by recent award nominations, I decided to do a postmortem of Voodoo Friends. Mostly because I want to tell how the game came to be, but also to celebrate the game's 1 year anniversary on iOS and to list some of the things that went good and bad. http://www.gamasutra.com/blogs/JimmyMarcusLarsen/20130504/191719/A_Voodoo_Friends_postmortem.php Sat, 04 May 2013 02:48:00 EDT Identity - by Christian Nutt http://www.gamasutra.com/blogs/ChristianNutt/20130503/191672/Identity.php A rumination on gamer culture and the gamer identity in 2013. http://www.gamasutra.com/blogs/ChristianNutt/20130503/191672/Identity.php Fri, 03 May 2013 04:20:00 EDT "Free" is Getting Very Expensive - by Ramin Shokrizade http://www.gamasutra.com/blogs/RaminShokrizade/20130503/191429/quotFreequot_is_Getting_Very_Expensive.php Business/Marketing,Console/PC "Free" games are increasingly coming with triple digit price tags, while still in development. Are these the coveted "super premium" games, or are these just attempts to make quick money before the reviews start to come in? http://www.gamasutra.com/blogs/RaminShokrizade/20130503/191429/quotFreequot_is_Getting_Very_Expensive.php Fri, 03 May 2013 02:59:00 EDT What aren't people still understanding about Kickstarter? The answer is: A lot. - by Troy Lonergan http://www.gamasutra.com/blogs/TroyLonergan/20130503/191665/What_arent_people_still_understanding_about_Kickstarter_The_answer_is_A_lot.php Business/Marketing,Design,Production,Serious,Indie,Social/Online A Kickstarter guide with a difference - looking at what you really need to consider before you start and how to maximise pledges from your backers. http://www.gamasutra.com/blogs/TroyLonergan/20130503/191665/What_arent_people_still_understanding_about_Kickstarter_The_answer_is_A_lot.php Fri, 03 May 2013 11:03:00 EDT Languages of Experience - by Neils Clark http://www.gamasutra.com/blogs/NeilsClark/20130502/191649/Languages_of_Experience.php Audio,Design,Programming,Art,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Being five languages of experience. By understanding languages of experience - for cultural challenge, human engagement, human manipulation, spatiality, and aesthetics - Clark asserts that we can better understand how and why games matter. http://www.gamasutra.com/blogs/NeilsClark/20130502/191649/Languages_of_Experience.php Thu, 02 May 2013 04:47:00 EDT Making Action Game Minions Interesting, Part 1: The Art - by Tim Harris http://www.gamasutra.com/blogs/TimHarris/20130502/191634/Making_Action_Game_Minions_Interesting_Part_1_The_Art.php Art,Smartphone/Tablet Minion characters are often the most numerous in an action game. To keep them from becoming monotonous, there are a number of methods to inject character, variety and excitement. We examine a few of these methods for one of our favorite new characters. http://www.gamasutra.com/blogs/TimHarris/20130502/191634/Making_Action_Game_Minions_Interesting_Part_1_The_Art.php Thu, 02 May 2013 01:43:00 EDT Foley in LD26 - Perfect Crime - by Heikki Tormala http://www.gamasutra.com/blogs/HeikkiTormala/20130502/191631/Foley_in_LD26__Perfect_Crime.php Audio,Indie How I made the sounds for my Ludum Dare 26 entry, Perfect Crime. http://www.gamasutra.com/blogs/HeikkiTormala/20130502/191631/Foley_in_LD26__Perfect_Crime.php Thu, 02 May 2013 12:43:00 EDT Turbulenz Engine goes open source - by James Austin http://www.gamasutra.com/blogs/JamesAustin/20130502/191591/Turbulenz_Engine_goes_open_source.php Programming,Indie,Social/Online The Turbulenz Engine is released as open source. The high performance HTML5 and WebGL powered Turbulenz game engine and tools are now available as a fully open source project on GitHub. Read all the details in this announcement. http://www.gamasutra.com/blogs/JamesAustin/20130502/191591/Turbulenz_Engine_goes_open_source.php Thu, 02 May 2013 11:00:00 EDT The Problem with Game Reviews (And Why Games Are Like Restaurants) - by Ben Serviss http://www.gamasutra.com/blogs/BenServiss/20130502/191616/The_Problem_with_Game_Reviews_And_Why_Games_Are_Like_Restaurants.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet Do numerical rankings really make sense for games? Looking to restaurant reviews can shed some light. http://www.gamasutra.com/blogs/BenServiss/20130502/191616/The_Problem_with_Game_Reviews_And_Why_Games_Are_Like_Restaurants.php Thu, 02 May 2013 09:15:00 EDT A Maze Indie Connect - German Indie Festival - 2nd Encounter - by Jana Reinhardt http://www.gamasutra.com/blogs/JanaReinhardt/20130502/191617/A_Maze_Indie_Connect__German_Indie_Festival__2nd_Encounter.php Business/Marketing,Indie Yes! Germany has an Indie Festival. What happened there, which games could be played, who gave a talk and what makes this festival so special? http://www.gamasutra.com/blogs/JanaReinhardt/20130502/191617/A_Maze_Indie_Connect__German_Indie_Festival__2nd_Encounter.php Thu, 02 May 2013 04:27:00 EDT The Agony of Rereading a Younger Self - by E McNeill http://www.gamasutra.com/blogs/EMcNeill/20130501/191609/The_Agony_of_Rereading_a_Younger_Self.php Design "Look, you’re talking about work you may love … I’m talking about work that I loathe …" http://www.gamasutra.com/blogs/EMcNeill/20130501/191609/The_Agony_of_Rereading_a_Younger_Self.php Wed, 01 May 2013 08:26:00 EDT The Stanley Parable Helpful Development Showcase: Paradoxes - by Davey Wreden http://www.gamasutra.com/blogs/DaveyWreden/20130501/191600/The_Stanley_Parable_Helpful_Development_Showcase_Paradoxes.php Design,Serious The Stanley Parable Helpful Development Showcase is an extremely insightful and informative look into what it takes to make a video game. This week: How to actively sabotage the quality of your game. http://www.gamasutra.com/blogs/DaveyWreden/20130501/191600/The_Stanley_Parable_Helpful_Development_Showcase_Paradoxes.php Wed, 01 May 2013 04:38:00 EDT Putting the "Game" in Gameplay - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20130501/191594/Putting_the_quotGamequot_in_Gameplay.php Design The balance between narrative and game design is a tricky one and today's post examines one game that failed that test. http://www.gamasutra.com/blogs/JoshBycer/20130501/191594/Putting_the_quotGamequot_in_Gameplay.php Wed, 01 May 2013 02:32:00 EDT Introducing the Video Game Storybundle - by Simon Carless http://www.gamasutra.com/blogs/SimonCarless/20130501/191583/Introducing_the_Video_Game_Storybundle.php Discussing the Video Game Storybundle I curated, out now - featuring books from Jordan Mechner to Ralph Baer and beyond. http://www.gamasutra.com/blogs/SimonCarless/20130501/191583/Introducing_the_Video_Game_Storybundle.php Wed, 01 May 2013 11:57:00 EDT Super Metroid and The Exclusion of Control Mastery - by Charles Randall http://www.gamasutra.com/blogs/CharlesRandall/20130501/191580/Super_Metroid_and_The_Exclusion_of_Control_Mastery.php Design,Serious Super Metroid, designing controls to conform to the limits of gamer ability, and the shame of Slow Thumb. http://www.gamasutra.com/blogs/CharlesRandall/20130501/191580/Super_Metroid_and_The_Exclusion_of_Control_Mastery.php Wed, 01 May 2013 10:54:00 EDT 1stGameEver Channel Launches with Will Wright - by Seth Sivak http://www.gamasutra.com/blogs/SethSivak/20130501/191577/1stGameEver_Channel_Launches_with_Will_Wright.php Design,Indie Everyone remembers his or her first time. Whether we recall it fondly or not so fondly, our first time was probably awkward, a little embarrassing, and definitely full of mistakes. Snap out of it, we are talking game development! http://www.gamasutra.com/blogs/SethSivak/20130501/191577/1stGameEver_Channel_Launches_with_Will_Wright.php Wed, 01 May 2013 10:24:00 EDT Skyrim's Modular Approach to Level Design - by Joel Burgess http://www.gamasutra.com/blogs/JoelBurgess/20130501/191514/Skyrims_Modular_Approach_to_Level_Design.php Design,Console/PC Originally presented as part of GDC 2013's Level Design in a Day bootcamp, this talk covers the how and the why of Bethesda Game Studios' approach to creating the modular art used in level design. http://www.gamasutra.com/blogs/JoelBurgess/20130501/191514/Skyrims_Modular_Approach_to_Level_Design.php Wed, 01 May 2013 09:15:00 EDT