Gamasutra.com - Expert Blogs http://gamasutra.com/blogs/expert/ Gamasutra Blogs Tue, 02 Sep 2014 02:55:17 EDT en-us scarless@think-services.com (Simon Carless) Objective Game Review: Road Not Taken - by Corvus Elrod http://gamasutra.com/blogs/CorvusElrod/20140902/224679/Objective_Game_Review_Road_Not_Taken.php Indie Another objective game review, inspired by the lunacy of #GamerGate http://gamasutra.com/blogs/CorvusElrod/20140902/224679/Objective_Game_Review_Road_Not_Taken.php Tue, 02 Sep 2014 02:34:00 EDT PR monitoring – What is the impact of gamescom in the media? - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20140902/224623/PR_monitoring__What_is_the_impact_of_gamescom_in_the_media.php Business/Marketing,Console/PC Looking back at this year gamescom and the media coverage around it. http://gamasutra.com/blogs/ThomasBidaux/20140902/224623/PR_monitoring__What_is_the_impact_of_gamescom_in_the_media.php Tue, 02 Sep 2014 10:08:00 EDT Gamification: The users perspective - by Andrzej Marczewski http://gamasutra.com/blogs/AndrzejMarczewski/20140902/224644/Gamification_The_users_perspective.php Design,Production,Smartphone/Tablet What we need to do is step back from time to time and say “How will this actually impact the user”. http://gamasutra.com/blogs/AndrzejMarczewski/20140902/224644/Gamification_The_users_perspective.php Tue, 02 Sep 2014 09:13:00 EDT On Desert Golfing and naming my company - by Randy OConnor http://gamasutra.com/blogs/RandyOConnor/20140901/224613/On_Desert_Golfing_and_naming_my_company.php Design,Indie Randy enjoys an evocatively open-ended golf game while struggling with whether he should place his games under a moniker. http://gamasutra.com/blogs/RandyOConnor/20140901/224613/On_Desert_Golfing_and_naming_my_company.php Mon, 01 Sep 2014 09:57:00 EDT On Internet Wars: Managing Conflict as a Developer in the Gaming Community - by Mona Ibrahim http://gamasutra.com/blogs/MonaIbrahim/20140901/224611/On_Internet_Wars_Managing_Conflict_as_a_Developer_in_the_Gaming_Community.php Business/Marketing,Serious,Indie,Social/Online This article is designed to help developers get a grip on the online conflicts that seem rampant in our industry. It includes reasons why you should not be shamed out of censoring, and ways to address your fans and followers without fanning flames http://gamasutra.com/blogs/MonaIbrahim/20140901/224611/On_Internet_Wars_Managing_Conflict_as_a_Developer_in_the_Gaming_Community.php Mon, 01 Sep 2014 08:06:00 EDT The Other Reason to Avoid F2P - by Mickey Blumental http://gamasutra.com/blogs/MickeyBlumental/20140901/224535/The_Other_Reason_to_Avoid_F2P.php Business/Marketing,Design,Indie,Social/Online,Smartphone/Tablet The free to play business model compromises the design integrity of the game in order to make the game more commercially viable. With our latest game, Betty Boop Bop, we learnt that is not always the case. http://gamasutra.com/blogs/MickeyBlumental/20140901/224535/The_Other_Reason_to_Avoid_F2P.php Mon, 01 Sep 2014 06:37:00 EDT Acceptance Criteria as Requirements and Tests - by Johan Hoberg http://gamasutra.com/blogs/JohanHoberg/20140901/224573/Acceptance_Criteria_as_Requirements_and_Tests.php Programming,Console/PC,Social/Online,Smartphone/Tablet Requirements can be very problematic. Either they are too detailed, and cost a fortune to create and maintain, or they are vague, which causes confusion. One potential solution explored here is to use acceptance criteria as both requirements and tests. http://gamasutra.com/blogs/JohanHoberg/20140901/224573/Acceptance_Criteria_as_Requirements_and_Tests.php Mon, 01 Sep 2014 06:14:00 EDT Objective Game Review: Monsters Ate My Birthday Cake - by Corvus Elrod http://gamasutra.com/blogs/CorvusElrod/20140831/224549/Objective_Game_Review_Monsters_Ate_My_Birthday_Cake.php Indie Another Objective Game Review inspired by #GamerGate http://gamasutra.com/blogs/CorvusElrod/20140831/224549/Objective_Game_Review_Monsters_Ate_My_Birthday_Cake.php Sun, 31 Aug 2014 12:40:00 EDT The Sorry State Of Gaming's Truthers And Their #Gamergate - by Tadhg Kelly http://gamasutra.com/blogs/TadhgKelly/20140831/224548/The_Sorry_State_Of_Gamings_Truthers_And_Their_Gamergate.php In looking at how certain segments of the community react to Anita Sarkeesian and Zoe Quinn by accusing them of faking their attacks, I'm minded of birther, truther and other fringe movements that think they have a silent majority on their side. http://gamasutra.com/blogs/TadhgKelly/20140831/224548/The_Sorry_State_Of_Gamings_Truthers_And_Their_Gamergate.php Sun, 31 Aug 2014 11:57:00 EDT Objective Game Review: Dominique Pamplemousse - by Corvus Elrod http://gamasutra.com/blogs/CorvusElrod/20140829/224488/Objective_Game_Review_Dominique_Pamplemousse.php Indie The first of a short series of truly Objective Game Reviews in response to recent events within the video game enthusiast communities. http://gamasutra.com/blogs/CorvusElrod/20140829/224488/Objective_Game_Review_Dominique_Pamplemousse.php Fri, 29 Aug 2014 10:20:00 EDT What does $100 buy in Battlefield 4? - by Ethan Levy http://gamasutra.com/blogs/EthanLevy/20140828/224419/What_does_100_buy_in_Battlefield_4.php Business/Marketing,Design,Console/PC Following the introduction of several IAP elements in Battlefield 4 over the past few months, I investigate the effects spending $100 in shortcuts and Battlepacks has on the multiplayer experience. http://gamasutra.com/blogs/EthanLevy/20140828/224419/What_does_100_buy_in_Battlefield_4.php Thu, 28 Aug 2014 02:21:00 EDT Struggling for Independence - by Martin Pichlmair http://gamasutra.com/blogs/MartinPichlmair/20140828/224415/Struggling_for_Independence.php Business/Marketing,Indie Indies are not as independent as the name suggests. Instead, they struggle for autonomy every day. http://gamasutra.com/blogs/MartinPichlmair/20140828/224415/Struggling_for_Independence.php Thu, 28 Aug 2014 01:36:00 EDT How to bring your game to the Gamescom – a MEGABOOTH diary - by Jana Reinhardt http://gamasutra.com/blogs/JanaReinhardt/20140828/224379/How_to_bring_your_game_to_the_Gamescom__a_MEGABOOTH_diary.php Business/Marketing,Indie Gamescom. 335,000 players, business attendees and developers visited Cologne from 88 different countries. For a whole week we were guests in a wild mix of games, Let's play shows and character cosplay and also as part of the famous Indie MEGABOOTH. http://gamasutra.com/blogs/JanaReinhardt/20140828/224379/How_to_bring_your_game_to_the_Gamescom__a_MEGABOOTH_diary.php Thu, 28 Aug 2014 10:29:00 EDT Dynamic 2D Character Lighting - by Oliver Franzke http://gamasutra.com/blogs/OliverFranzke/20140828/224326/Dynamic_2D_Character_Lighting.php Programming,Art,Console/PC,Indie,Smartphone/Tablet Good lighting can improve the visual quality of a game significantly. In this blog post I’ll describe various techniques for dynamic 2D character lighting that are very easy to implement and don’t require any additional assets (e.g. normal maps). http://gamasutra.com/blogs/OliverFranzke/20140828/224326/Dynamic_2D_Character_Lighting.php Thu, 28 Aug 2014 01:34:00 EDT Discovering Our Game’s Identity By Losing Its Name - by John Krajewski http://gamasutra.com/blogs/JohnKrajewski/20140827/224305/Discovering_Our_Games_Identity_By_Losing_Its_Name.php Business/Marketing,Production,Indie,Smartphone/Tablet Half-way through development a game came out with the same name as ours; dealing with this hassle ended up making the game identity much stronger. http://gamasutra.com/blogs/JohnKrajewski/20140827/224305/Discovering_Our_Games_Identity_By_Losing_Its_Name.php Wed, 27 Aug 2014 05:31:00 EDT They Shout Louder - by Robert Fearon http://gamasutra.com/blogs/RobertFearon/20140827/224284/They_Shout_Louder.php Console/PC,Serious,Indie The future of videogames is not in the hands of the mob that shouts the loudest. A look at the past, present and future of videogames and a theory on why we're maybe where we are right now. http://gamasutra.com/blogs/RobertFearon/20140827/224284/They_Shout_Louder.php Wed, 27 Aug 2014 01:26:00 EDT How I Teach game Design. (Lesson 3: Games and Rules ) - by Eric Zimmerman http://gamasutra.com/blogs/EricZimmerman/20140826/224202/How_I_Teach_game_Design_Lesson_3_Games_and_Rules_.php Design A series about what and how I teach. In this lesson: understanding the uses and limits of framing games by their rules, plus an exercise on the rules of Pac-Man and a mini-essay on games and formalism. http://gamasutra.com/blogs/EricZimmerman/20140826/224202/How_I_Teach_game_Design_Lesson_3_Games_and_Rules_.php Tue, 26 Aug 2014 11:34:00 EDT Amazon/Twitch takes 2014 games acquisitions over $9B (so far) - by Tim Merel http://gamasutra.com/blogs/TimMerel/20140825/224114/AmazonTwitch_takes_2014_games_acquisitions_over_9B_so_far.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet The Amazon/Twitch deal has now taken games acquisitions to $9.2B for 2014 (so far) http://gamasutra.com/blogs/TimMerel/20140825/224114/AmazonTwitch_takes_2014_games_acquisitions_over_9B_so_far.php Mon, 25 Aug 2014 10:03:00 EDT Making the Darknet Tutorial - by E McNeill http://gamasutra.com/blogs/EMcNeill/20140825/224113/Making_the_Darknet_Tutorial.php Design,Console/PC,Indie A dev journal of how a terrible tutorial was made not-so-terrible. http://gamasutra.com/blogs/EMcNeill/20140825/224113/Making_the_Darknet_Tutorial.php Mon, 25 Aug 2014 07:29:00 EDT All I needed to know (about games and game design) I learned from Dungeons & Dragons - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20140825/224051/All_I_needed_to_know_about_games_and_game_design_I_learned_from_Dungeons__Dragons.php Design,Console/PC,Indie,Smartphone/Tablet Video (screencast): D&D has been a massive influence on video and tabletop games. With thanks to . . . Robert Fulghum’s little poem “All I really needed to know I learned in kindergarten.” It has inspired people since the late ‘80s. http://gamasutra.com/blogs/LewisPulsipher/20140825/224051/All_I_needed_to_know_about_games_and_game_design_I_learned_from_Dungeons__Dragons.php Mon, 25 Aug 2014 08:02:00 EDT An Artist Transitions from Console to Mobile Games: Lessons Learned - by Juan Mendiola http://gamasutra.com/blogs/JuanMendiola/20140822/224016/An_Artist_Transitions_from_Console_to_Mobile_Games_Lessons_Learned.php Design,Production,Art,Smartphone/Tablet Transitioning from console to mobile game development can be a daunting task. 3D Artist Juan Mendiola has worked in both platforms, and shares how he transitioned from console to mobile as well as the lessons he learned along the way. http://gamasutra.com/blogs/JuanMendiola/20140822/224016/An_Artist_Transitions_from_Console_to_Mobile_Games_Lessons_Learned.php Fri, 22 Aug 2014 04:25:00 EDT PR Monitoring - July 2014 - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20140822/223995/PR_Monitoring__July_2014.php Business/Marketing,Console/PC Looking at July and the post E3 media coverage of video games ahead of a look at the media coverage generated around the gamescom. http://gamasutra.com/blogs/ThomasBidaux/20140822/223995/PR_Monitoring__July_2014.php Fri, 22 Aug 2014 12:44:00 EDT No Consoles For Old Men: Ageism In The Game Industry - by David Mullich http://gamasutra.com/blogs/DavidMullich/20140822/223945/No_Consoles_For_Old_Men_Ageism_In_The_Game_Industry.php Business/Marketing,Console/PC Despite having produced many critically-acclaimed games in my 35-year-career, I find it increasingly difficult to find a company willing to hire me now that I am in my mid-fifties. Do we need to add ageism to our fight for diversity in the game industry? http://gamasutra.com/blogs/DavidMullich/20140822/223945/No_Consoles_For_Old_Men_Ageism_In_The_Game_Industry.php Fri, 22 Aug 2014 10:24:00 EDT Cheap Beer and the Psychology of PlayStation Now Pricing - by Jamie Madigan http://gamasutra.com/blogs/JamieMadigan/20140822/223978/Cheap_Beer_and_the_Psychology_of_PlayStation_Now_Pricing.php Business/Marketing,Console/PC Sony just launched its PlayStation Now service that lets you rent access to streaming games. The pricing seems a bit odd to some, but it actually uses some well established psychological tricks to nudge you towards the option that Sony wants you to take. http://gamasutra.com/blogs/JamieMadigan/20140822/223978/Cheap_Beer_and_the_Psychology_of_PlayStation_Now_Pricing.php Fri, 22 Aug 2014 10:06:00 EDT Game Testing: Exploring the Test Space - by Johan Hoberg http://gamasutra.com/blogs/JohanHoberg/20140821/223852/Game_Testing_Exploring_the_Test_Space.php Programming,Console/PC,Social/Online,Smartphone/Tablet In this article I will try to give a list of different types of test that I think should at least be considered before development of a new game starts. This will not be a complete, all-comprehensive list, but my hope is that it will be a good start. http://gamasutra.com/blogs/JohanHoberg/20140821/223852/Game_Testing_Exploring_the_Test_Space.php Thu, 21 Aug 2014 07:04:00 EDT Be careful what you wish for. - by Paul Johnson http://gamasutra.com/blogs/PaulJohnson/20140820/223832/Be_careful_what_you_wish_for.php Business/Marketing,Production,Console/PC,Serious,Indie When Steam makes your blood boil... http://gamasutra.com/blogs/PaulJohnson/20140820/223832/Be_careful_what_you_wish_for.php Wed, 20 Aug 2014 06:11:00 EDT Piracy. Is it now just a silly habit? - by Paul Johnson http://gamasutra.com/blogs/PaulJohnson/20140820/223827/Piracy_Is_it_now_just_a_silly_habit.php Business/Marketing,Indie,Smartphone/Tablet Pirates are a lot of things. But why is one of those things not "embarrassed" ? http://gamasutra.com/blogs/PaulJohnson/20140820/223827/Piracy_Is_it_now_just_a_silly_habit.php Wed, 20 Aug 2014 04:45:00 EDT Follow Your Dreams!...Or Maybe Don't. - by Lars Doucet http://gamasutra.com/blogs/LarsDoucet/20140820/223810/Follow_Your_DreamsOr_Maybe_Dont.php Business/Marketing,Design,Production,Console/PC,Indie Feelings on being a solid mid-level success in a world with predatory dream factories. http://gamasutra.com/blogs/LarsDoucet/20140820/223810/Follow_Your_DreamsOr_Maybe_Dont.php Wed, 20 Aug 2014 02:48:00 EDT Paying to win - by Ethan Levy http://gamasutra.com/blogs/EthanLevy/20140819/223748/Paying_to_win.php Business/Marketing,Design,Social/Online,Smartphone/Tablet I dedicated $100 and 10 hours to climbing the PvP leaderboard in a free-to-play, mobile, build and battle game. This is what I learned along the way. http://gamasutra.com/blogs/EthanLevy/20140819/223748/Paying_to_win.php Tue, 19 Aug 2014 09:25:00 EDT Narrative and the MDA Framework - by E McNeill http://gamasutra.com/blogs/EMcNeill/20140818/223585/Narrative_and_the_MDA_Framework.php Design,Console/PC,Indie How narrative influenced the design of my game Darknet, viewed through the lens of the MDA framework. http://gamasutra.com/blogs/EMcNeill/20140818/223585/Narrative_and_the_MDA_Framework.php Mon, 18 Aug 2014 05:50:00 EDT Composition in Level Design - by Mateusz Piaskiewicz http://gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php Design,Art,Console/PC,Serious,Indie When designing a level you're able to freely compose your virtual environment with any objects you want. A level designers' work can be compared to that of a painter. Now let's see the level as the art gallery and the level vistas as paintings. http://gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php Sun, 17 Aug 2014 02:21:00 EDT Gamescom: Indie Impressions - by Paul Taylor http://gamasutra.com/blogs/PaulTaylor/20140816/223551/Gamescom_Indie_Impressions.php Business/Marketing,Indie I visit Gamescom and talk about the need for indies to retain their identity and creative integrity in the context of exposure a mainstream audience and mainstream games industry values http://gamasutra.com/blogs/PaulTaylor/20140816/223551/Gamescom_Indie_Impressions.php Sat, 16 Aug 2014 09:22:00 EDT Poor Application of the "Fail Early" Strategy in Game Development - by Fumiaki Shiraishi http://gamasutra.com/blogs/FumiakiShiraishi/20140816/223336/Poor_Application_of_the_quotFail_Earlyquot_Strategy_in_Game_Development.php Production,Console/PC,Indie,Smartphone/Tablet This post describes the problems development teams have when companies talk about "Failing Early" with game development. http://gamasutra.com/blogs/FumiakiShiraishi/20140816/223336/Poor_Application_of_the_quotFail_Earlyquot_Strategy_in_Game_Development.php Sat, 16 Aug 2014 02:16:00 EDT Getting your game rated - by Ben Bascom http://gamasutra.com/blogs/BenBascom/20140814/223457/Getting_your_game_rated.php Business/Marketing,Production,Console/PC,Indie In this article, I highlight the hoops you need to jump through to get your game rated across the world. http://gamasutra.com/blogs/BenBascom/20140814/223457/Getting_your_game_rated.php Thu, 14 Aug 2014 06:58:00 EDT Born Again Indie - by Chris Shrigley http://gamasutra.com/blogs/ChrisShrigley/20140814/223451/Born_Again_Indie.php Business/Marketing,Programming,Console/PC,Indie,Smartphone/Tablet For a good year and a half now, I've wandered around, trying to figure out what it is I want to do and what I would like to accomplish with my Indie dreams. Finally I figured it out. http://gamasutra.com/blogs/ChrisShrigley/20140814/223451/Born_Again_Indie.php Thu, 14 Aug 2014 04:53:00 EDT It’s in the game: A brief look at Game Transfer Phenomena - by Mark Griffiths http://gamasutra.com/blogs/MarkGriffiths/20140814/223193/Its_in_the_game_A_brief_look_at_Game_Transfer_Phenomena.php Audio,Design,Console/PC,Social/Online,Smartphone/Tablet Game transfer phenomena tend to occur when video game players become so immersed in their gaming that when they stop playing, they sometimes transfer some of their virtual gaming experiences to the real world. What does the latest research tell us? http://gamasutra.com/blogs/MarkGriffiths/20140814/223193/Its_in_the_game_A_brief_look_at_Game_Transfer_Phenomena.php Thu, 14 Aug 2014 04:37:00 EDT Was Localizing Defender's Quest Worth It? - by Lars Doucet http://gamasutra.com/blogs/LarsDoucet/20140813/223350/Was_Localizing_Defenders_Quest_Worth_It.php Business/Marketing,Design,Production,Console/PC,Indie We localized our game into 6 languages. It was worth it. http://gamasutra.com/blogs/LarsDoucet/20140813/223350/Was_Localizing_Defenders_Quest_Worth_It.php Wed, 13 Aug 2014 05:01:00 EDT Evolving Test in the Video Game Industry - Part 2 - by Mike Burghart http://gamasutra.com/blogs/MikeBurghart/20140812/223171/Evolving_Test_in_the_Video_Game_Industry__Part_2.php Programming,Production,Console/PC,Serious,Social/Online The second installment of Evolving Test in the Video Game Industry. This article focuses primarily on the move from a Waterfall to an Agile production methodology and how to adjust your test teams to meet this new paradigm. http://gamasutra.com/blogs/MikeBurghart/20140812/223171/Evolving_Test_in_the_Video_Game_Industry__Part_2.php Tue, 12 Aug 2014 09:41:00 EDT Radiangames' Mobile Sales Numbers - by Luke Schneider http://gamasutra.com/blogs/LukeSchneider/20140812/223097/Radiangames_Mobile_Sales_Numbers.php Business/Marketing,Indie,Smartphone/Tablet Actual sales numbers for all my self-published mobile games through early July 2014. http://gamasutra.com/blogs/LukeSchneider/20140812/223097/Radiangames_Mobile_Sales_Numbers.php Tue, 12 Aug 2014 12:06:00 EDT Getting personal with the press, and getting coverage for your game - by John Polson http://gamasutra.com/blogs/JohnPolson/20140811/223121/Getting_personal_with_the_press_and_getting_coverage_for_your_game.php Business/Marketing,Console/PC,Indie,Smartphone/Tablet Behind the games press are tons of fascinating individuals, all with different approaches to their jobs. Learning about those individuals and what they cover are great ways to get coverage for yourself. http://gamasutra.com/blogs/JohnPolson/20140811/223121/Getting_personal_with_the_press_and_getting_coverage_for_your_game.php Mon, 11 Aug 2014 05:52:00 EDT How I Teach Game Design. (Lesson 2: Broken games and meaningful play) - by Eric Zimmerman http://gamasutra.com/blogs/EricZimmerman/20140811/223107/How_I_Teach_Game_Design_Lesson_2_Broken_games_and_meaningful_play.php Design A series about what and how I teach. In this lesson: designing meaningful choices and an exercise in fixing a "broken" game. http://gamasutra.com/blogs/EricZimmerman/20140811/223107/How_I_Teach_Game_Design_Lesson_2_Broken_games_and_meaningful_play.php Mon, 11 Aug 2014 05:30:00 EDT Hiding Secrets - by E McNeill http://gamasutra.com/blogs/EMcNeill/20140811/223109/Hiding_Secrets.php Design,Console/PC,Indie "Rich gameplay is just a big pile of secrets." http://gamasutra.com/blogs/EMcNeill/20140811/223109/Hiding_Secrets.php Mon, 11 Aug 2014 03:47:00 EDT Writers, Stop Obsessing Over Three-Act Structure in Games - by Sande Chen http://gamasutra.com/blogs/SandeChen/20140811/223052/Writers_Stop_Obsessing_Over_ThreeAct_Structure_in_Games.php Design In this article, game writer Sande Chen muses about the Three-Act Structure and whether it ought to be the dominant structure in video game writing. http://gamasutra.com/blogs/SandeChen/20140811/223052/Writers_Stop_Obsessing_Over_ThreeAct_Structure_in_Games.php Mon, 11 Aug 2014 09:26:00 EDT Porting PC Adventure Games to Mobile Part 2: Issues & Solutions - by Pallav Nawani http://gamasutra.com/blogs/PallavNawani/20140808/222814/Porting_PC_Adventure_Games_to_Mobile_Part_2_Issues__Solutions.php Design,Programming,Console/PC,Indie,Smartphone/Tablet This blog post continues the recounting the issues we faced and the solutions in porting our adventure games to the mobile devices (smartphones and tablets). http://gamasutra.com/blogs/PallavNawani/20140808/222814/Porting_PC_Adventure_Games_to_Mobile_Part_2_Issues__Solutions.php Fri, 08 Aug 2014 08:07:00 EDT Head-Tracking for an Abstract Reality - by Robin Arnott http://gamasutra.com/blogs/RobinArnott/20140807/222862/HeadTracking_for_an_Abstract_Reality.php Design,Art,Console/PC,Indie,VR Head-tracking in virtual reality provides an immersive solution for most games, but a unique challenge when the visual style is abstract. http://gamasutra.com/blogs/RobinArnott/20140807/222862/HeadTracking_for_an_Abstract_Reality.php Thu, 07 Aug 2014 04:15:00 EDT Excavating Shovel Knight's Stats: One month later! - by David D'Angelo http://gamasutra.com/blogs/DavidDAngelo/20140807/222789/Excavating_Shovel_Knights_Stats_One_month_later.php Business/Marketing,Production,Console/PC,Indie A discussion of all the statistics we could find at Yacht Club Games related to the first month of Shovel Knight's release! http://gamasutra.com/blogs/DavidDAngelo/20140807/222789/Excavating_Shovel_Knights_Stats_One_month_later.php Thu, 07 Aug 2014 04:03:00 EDT Different - by Martin Nerurkar http://gamasutra.com/blogs/MartinNerurkar/20140807/222818/Different.php Design,Console/PC,Indie So a few weeks ago I released Different, a short game about self-consciousness and first impressions. It’s a personal piece anchored in my experiences and perceptions. http://gamasutra.com/blogs/MartinNerurkar/20140807/222818/Different.php Thu, 07 Aug 2014 08:19:00 EDT Happiness In Game Development: Why Try? - by Jamie Fristrom http://gamasutra.com/blogs/JamieFristrom/20140806/222768/Happiness_In_Game_Development_Why_Try.php Indie I’ve written a couple articles on how to be happy as a game developer, but just realized I have yet to talk about why we should even try to be happy. In an admittedly messed-up world, here are some reasons why it still might be a worthwhile goal. http://gamasutra.com/blogs/JamieFristrom/20140806/222768/Happiness_In_Game_Development_Why_Try.php Wed, 06 Aug 2014 04:19:00 EDT Video: Historian Reviews Valiant Hearts - by Bob Whitaker http://gamasutra.com/blogs/BobWhitaker/20140806/222730/Video_Historian_Reviews_Valiant_Hearts.php Design,Console/PC Historian Bob Whitaker reviews the historical content in Valiant Hearts: The Great War. http://gamasutra.com/blogs/BobWhitaker/20140806/222730/Video_Historian_Reviews_Valiant_Hearts.php Wed, 06 Aug 2014 10:43:00 EDT More about outsourcing - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20140806/222701/More_about_outsourcing.php Business/Marketing,Design,Production,Art,Console/PC,Social/Online,Smartphone/Tablet Anton Wiegert has a great article on Gamasutra about the benefit of video game art outsourcing. I think there are still a lot more about the outsourcing story, that I would like to continue the storytelling, to make the picture fuller. http://gamasutra.com/blogs/JunxueLi/20140806/222701/More_about_outsourcing.php Wed, 06 Aug 2014 05:18:00 EDT Digging down to business: Shovel Knight Planning and Sales - by David D'Angelo http://gamasutra.com/blogs/DavidDAngelo/20140805/222585/Digging_down_to_business_Shovel_Knight_Planning_and_Sales.php Business/Marketing,Console/PC An exploration of Shovel Knight's sales over its first month of release in the US on Wii U/3DS and internationally on Steam (only in English). http://gamasutra.com/blogs/DavidDAngelo/20140805/222585/Digging_down_to_business_Shovel_Knight_Planning_and_Sales.php Tue, 05 Aug 2014 06:20:00 EDT Two Kickstarters Later... - by Henry Smith http://gamasutra.com/blogs/HenrySmith/20140805/222583/Two_Kickstarters_Later.php Business/Marketing,Indie,Smartphone/Tablet I just finished running two Kickstarter campaigns for the same unusual project: a year making free games. The first one failed but the second one succeeded! I'd like to share my experiences. http://gamasutra.com/blogs/HenrySmith/20140805/222583/Two_Kickstarters_Later.php Tue, 05 Aug 2014 12:05:00 EDT When is a Clone - by Raph Koster http://gamasutra.com/blogs/RaphKoster/20140804/222542/When_is_a_Clone.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet We toss around the word "clone" pretty liberally. What actually is a game clone? Why isn't every game in a genre a clone? What does "genre" even mean? Augh! http://gamasutra.com/blogs/RaphKoster/20140804/222542/When_is_a_Clone.php Mon, 04 Aug 2014 01:49:00 EDT SPACE COLORS: The Imminent Launch - by Trent Polack http://gamasutra.com/blogs/TrentPolack/20140804/222538/SPACE_COLORS_The_Imminent_Launch.php Audio,Business/Marketing,Design,Programming,Production,Smartphone/Tablet After two months of work following the Space Cowboy Game Jam, SPACE COLORS is finally preparing for release on August 7th on the iOS App Store. http://gamasutra.com/blogs/TrentPolack/20140804/222538/SPACE_COLORS_The_Imminent_Launch.php Mon, 04 Aug 2014 01:33:00 EDT Recommended protocols for inter-studio relationships - by Alvaro Vazquez de la Torre http://gamasutra.com/blogs/AlvaroVazquezdelaTorre/20140803/222468/Recommended_protocols_for_interstudio_relationships.php Business/Marketing,Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Working remotely with external groups can be extremely time consuming and conflicting. Here are some recommmendations based on my personal experiences to ease the pain. http://gamasutra.com/blogs/AlvaroVazquezdelaTorre/20140803/222468/Recommended_protocols_for_interstudio_relationships.php Sun, 03 Aug 2014 04:18:00 EDT Being a Better Client: How Developers Can Help Vendors Over-Deliver - by Anton Wiegert http://gamasutra.com/blogs/AntonWiegert/20140803/222465/Being_a_Better_Client_How_Developers_Can_Help_Vendors_OverDeliver.php Business/Marketing,Production,Art,Console/PC,Serious It takes great effort from both parties to succeed whenever you outsource anything complex or large-scale, but it’s easy to overlook what else you can bring to the table other than signing the checks as a game developer. http://gamasutra.com/blogs/AntonWiegert/20140803/222465/Being_a_Better_Client_How_Developers_Can_Help_Vendors_OverDeliver.php Sun, 03 Aug 2014 08:21:00 EDT The Un-Male - by Jacek Wesolowski http://gamasutra.com/blogs/JacekWesolowski/20140802/222457/The_UnMale.php Design,Production The games we're making aren't the games my teenage self needed to play. http://gamasutra.com/blogs/JacekWesolowski/20140802/222457/The_UnMale.php Sat, 02 Aug 2014 10:37:00 EDT Darknet, Unity, and the Asset Store - by E McNeill http://gamasutra.com/blogs/EMcNeill/20140802/222455/Darknet_Unity_and_the_Asset_Store.php Programming,Production,Indie One developer’s tribute to Unity’s Asset Store. http://gamasutra.com/blogs/EMcNeill/20140802/222455/Darknet_Unity_and_the_Asset_Store.php Sat, 02 Aug 2014 09:30:00 EDT Shockingly Short Interview: Marianne Krawczyk - by Richard Dansky http://gamasutra.com/blogs/RichardDansky/20140801/222427/Shockingly_Short_Interview_Marianne_Krawczyk.php Design,Console/PC An interview with legendary game writer Marianne Krawczyk where she discusses The Long Dark, Kratos, and Sweet Valley High...in space. http://gamasutra.com/blogs/RichardDansky/20140801/222427/Shockingly_Short_Interview_Marianne_Krawczyk.php Fri, 01 Aug 2014 02:48:00 EDT Get the Message - by Sande Chen http://gamasutra.com/blogs/SandeChen/20140801/222426/Get_the_Message.php Design,Production,Serious In this article, game designer Sande Chen discusses the impact of effective messaging in serious games. http://gamasutra.com/blogs/SandeChen/20140801/222426/Get_the_Message.php Fri, 01 Aug 2014 02:01:00 EDT