Gamasutra.com - Expert Blogs http://gamasutra.com/blogs/expert/ Gamasutra Blogs Mon, 04 May 2015 04:07:55 EDT en-us scarless@think-services.com (Simon Carless) Yes, You Have To Write a Game Plot Summary; and Yes, It Has To Be Good - by Alexander Freed http://gamasutra.com/blogs/AlexanderFreed/20150504/242101/Yes_You_Have_To_Write_a_Game_Plot_Summary_and_Yes_It_Has_To_Be_Good.php If you’re working on an overall story document for your team’s game and you’re not sure how to approach it, here’s some advice... http://gamasutra.com/blogs/AlexanderFreed/20150504/242101/Yes_You_Have_To_Write_a_Game_Plot_Summary_and_Yes_It_Has_To_Be_Good.php Mon, 04 May 2015 01:51:00 EDT Six stages of game dev community development - by Rami Ismail http://gamasutra.com/blogs/RamiIsmail/20150504/242486/Six_stages_of_game_dev_community_development.php Vlambeers' Rami Ismail travels all around the world and has started to notice growth patterns in developer communities. In this article he expands on those patterns and offers advise on how to accelerate that growth. http://gamasutra.com/blogs/RamiIsmail/20150504/242486/Six_stages_of_game_dev_community_development.php Mon, 04 May 2015 01:51:00 EDT What makes game design unique? - by Mike Sellers http://gamasutra.com/blogs/MikeSellers/20150504/242533/What_makes_game_design_unique.php Game design shares a lot in common with other kinds of design. But it is also truly unique in a couple of important ways. If so, these may lead us to a greater understanding of design and design thinking overall. http://gamasutra.com/blogs/MikeSellers/20150504/242533/What_makes_game_design_unique.php Mon, 04 May 2015 01:51:00 EDT Leaders dominate $45 billion mobile games revenue forecast by 2018 - by Tim Merel http://gamasutra.com/blogs/TimMerel/20150504/242550/Leaders_dominate_45_billion_mobile_games_revenue_forecast_by_2018.php Games leaders to dominate $45 billion mobile games revenue forecast by 2018, with Android games revenue higher than iOS (including China) http://gamasutra.com/blogs/TimMerel/20150504/242550/Leaders_dominate_45_billion_mobile_games_revenue_forecast_by_2018.php Mon, 04 May 2015 01:51:00 EDT The tale of the tale of Sunset - by Michael Samyn http://gamasutra.com/blogs/MichaelSamyn/20150504/242556/The_tale_of_the_tale_of_Sunset.php How we wrote the story for our upcoming release Sunset with the aid of a script-writing tool and enjoyed exploring its themes in spite of initially mixed feelings about creating a game intended primarily for people who enjoy playing games already. http://gamasutra.com/blogs/MichaelSamyn/20150504/242556/The_tale_of_the_tale_of_Sunset.php Mon, 04 May 2015 01:51:00 EDT C# memory and performance tips for Unity - by Robert Zubek http://gamasutra.com/blogs/RobertZubek/20150504/242572/C_memory_and_performance_tips_for_Unity.php A collection of C# performance tips for Unity, focusing on identifying and removing unnecessary memory allocations. http://gamasutra.com/blogs/RobertZubek/20150504/242572/C_memory_and_performance_tips_for_Unity.php Mon, 04 May 2015 01:51:00 EDT Video (screencast): The Futility of Striving for a "Great Idea" or "Great Innovation" - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20150504/242575/Video_screencast_The_Futility_of_Striving_for_a_quotGreat_Ideaquot_or_quotGreat_Innovationquot.php Look at the history of games (both video and tabletop) and you'll realize that "great innovations" games are very rare. Moreover, it's unlikely that the designers were deliberately looking for "great innovation," it just happened. Just make good games. http://gamasutra.com/blogs/LewisPulsipher/20150504/242575/Video_screencast_The_Futility_of_Striving_for_a_quotGreat_Ideaquot_or_quotGreat_Innovationquot.php Mon, 04 May 2015 01:51:00 EDT Tengami: The Art of a Folding World - by Jennifer Schneidereit http://gamasutra.com/blogs/JenniferSchneidereit/20150501/242455/Tengami_The_Art_of_a_Folding_World.php A look at the tools used to create an authentically folding pop-up book world. http://gamasutra.com/blogs/JenniferSchneidereit/20150501/242455/Tengami_The_Art_of_a_Folding_World.php Fri, 01 May 2015 03:24:00 EDT A framework for creating play-like systems - by Andrzej Marczewski http://gamasutra.com/blogs/AndrzejMarczewski/20150501/242444/A_framework_for_creating_playlike_systems.php In work and "real life" we seem to think that play is a waste of time. Here I propose a basic framework to help us introduce a more play-like environment in non play situations (Playification?) http://gamasutra.com/blogs/AndrzejMarczewski/20150501/242444/A_framework_for_creating_playlike_systems.php Fri, 01 May 2015 12:36:00 EDT Artisanal Game Development - by Mike Sellers http://gamasutra.com/blogs/MikeSellers/20150430/242309/Artisanal_Game_Development.php “Tabletop games are to computer games as plays are to movies.” For a game designer, I’m increasingly convinced that there are few ways to better hone design skills than by creating tabletop games. When the only computer available is in the players’ heads http://gamasutra.com/blogs/MikeSellers/20150430/242309/Artisanal_Game_Development.php Thu, 30 Apr 2015 01:55:00 EDT The Virtual Reality Game Music Composer - by Winifred Phillips http://gamasutra.com/blogs/WinifredPhillips/20150430/242361/The_Virtual_Reality_Game_Music_Composer.php Composing music for VR games on the Morpheus, Oculus Rift and HTC Vive could be tricky. Using Nick Ward-Foxton's GDC talk as a jumping off point, I'll explore the problems (and some possible solutions) for making music fit into the VR experience. http://gamasutra.com/blogs/WinifredPhillips/20150430/242361/The_Virtual_Reality_Game_Music_Composer.php Thu, 30 Apr 2015 01:55:00 EDT Recreating a Classic: Wacky Wheels 2015 Now on Steam Greenlight - by Chris Jorgensen http://gamasutra.com/blogs/ChrisJorgensen/20150429/242225/Recreating_a_Classic_Wacky_Wheels_2015_Now_on_Steam_Greenlight.php Creating a new Wacky Wheels has presented special design challenges. Striking the balance between making the game feel like the original and finding places to innovate has required a lot of thought and adjustment. http://gamasutra.com/blogs/ChrisJorgensen/20150429/242225/Recreating_a_Classic_Wacky_Wheels_2015_Now_on_Steam_Greenlight.php Wed, 29 Apr 2015 01:51:00 EDT Game Studio Don'ts - by Martin Annander http://gamasutra.com/blogs/MartinAnnander/20150428/237037/Game_Studio_Donts.php Nine things you should actively work to avoid, if you set out to run your own game studio. http://gamasutra.com/blogs/MartinAnnander/20150428/237037/Game_Studio_Donts.php Tue, 28 Apr 2015 02:44:00 EDT Mods, Salutary Neglect, and Storks - by Lars Doucet http://gamasutra.com/blogs/LarsDoucet/20150428/242178/Mods_Salutary_Neglect_and_Storks.php Donations won't work, mods are cool, let's figure this out. http://gamasutra.com/blogs/LarsDoucet/20150428/242178/Mods_Salutary_Neglect_and_Storks.php Tue, 28 Apr 2015 02:44:00 EDT Hand over $4.99 or Spider-Man Gets It - by Jamie Madigan http://gamasutra.com/blogs/JamieMadigan/20150428/242181/Hand_over_499_or_SpiderMan_Gets_It.php All it may take to get people to spend money in free to play games is one well placed countdown timer. http://gamasutra.com/blogs/JamieMadigan/20150428/242181/Hand_over_499_or_SpiderMan_Gets_It.php Tue, 28 Apr 2015 02:44:00 EDT @Play 81: On Rogue's Item Identification System - by John Harris http://gamasutra.com/blogs/JohnHarris/20150427/241993/Play_81_On_Rogues_Item_Identification_System.php The least copied aspect of Rogue is its ingenious item identification system. The system's origins in 1E AD&D. An example of the system in play. What it does well, and the pitfalls in implementing something like it. Closing notes. http://gamasutra.com/blogs/JohnHarris/20150427/241993/Play_81_On_Rogues_Item_Identification_System.php Mon, 27 Apr 2015 12:33:00 EDT The Hobbyist Coder #3 : 2D platformers pathfinding - part 1/2 - by Yoann Pignole http://gamasutra.com/blogs/YoannPignole/20150427/241995/The_Hobbyist_Coder_3__2D_platformers_pathfinding__part_12.php On this third episode of the "hobbyst coder", I would like to share my approach to 2d platformer pathfinding. In this first part, we'll be talking about the navigation mesh generation... http://gamasutra.com/blogs/YoannPignole/20150427/241995/The_Hobbyist_Coder_3__2D_platformers_pathfinding__part_12.php Mon, 27 Apr 2015 12:32:00 EDT PR Monitoring - Q1 2015 - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20150427/242073/PR_Monitoring__Q1_2015.php In an attempt to go further with the media monitor analysis, I will change the rhythm to a quarterly review schedule, in addition to Special Editions whenever a major event has occurred like the latest GDC one. http://gamasutra.com/blogs/ThomasBidaux/20150427/242073/PR_Monitoring__Q1_2015.php Mon, 27 Apr 2015 12:28:00 EDT Make It Work: A PAX Event Postmortem from a New Indie Publishing Label’s POV - by Cassandra Khaw http://gamasutra.com/blogs/CassandraKhaw/20150424/241650/Make_It_Work_A_PAX_Event_Postmortem_from_a_New_Indie_Publishing_Labels_POV.php Southeast Asian micropublisher Ysbryd Games recently took to PAX East for their first exhibition ever. Here is what they've learned from that week of insanity, new friends, and oh-my-gawd-whys. http://gamasutra.com/blogs/CassandraKhaw/20150424/241650/Make_It_Work_A_PAX_Event_Postmortem_from_a_New_Indie_Publishing_Labels_POV.php Fri, 24 Apr 2015 01:43:00 EDT How to Tune a Simulation Game - by Robert Zubek http://gamasutra.com/blogs/RobertZubek/20150424/241878/How_to_Tune_a_Simulation_Game.php Here's how we balanced our last game using a simple model built in MS Excel. http://gamasutra.com/blogs/RobertZubek/20150424/241878/How_to_Tune_a_Simulation_Game.php Fri, 24 Apr 2015 01:43:00 EDT Beyond the Pentakill: 21st Century Competition - by Keith Burgun http://gamasutra.com/blogs/KeithBurgun/20150423/241712/Beyond_the_Pentakill_21st_Century_Competition.php There's been a lot of discussion about how to prevent toxic behavior in players of online competitive games. Today I'd like to suggest a different approach. http://gamasutra.com/blogs/KeithBurgun/20150423/241712/Beyond_the_Pentakill_21st_Century_Competition.php Thu, 23 Apr 2015 06:17:00 EDT Lasting Connections - by Randy OConnor http://gamasutra.com/blogs/RandyOConnor/20150423/241740/Lasting_Connections.php What lasts? Will our games last? Do the connections we make in life last? What do we seek in our creative pursuits? http://gamasutra.com/blogs/RandyOConnor/20150423/241740/Lasting_Connections.php Thu, 23 Apr 2015 06:17:00 EDT You started playing a story-based video game, and then this happened... - by Kris Graft http://gamasutra.com/blogs/KrisGraft/20150423/241840/You_started_playing_a_storybased_video_game_and_then_this_happened.php You've been thinking a lot about narrative in games, so you talked to a game for a bit. http://gamasutra.com/blogs/KrisGraft/20150423/241840/You_started_playing_a_storybased_video_game_and_then_this_happened.php Thu, 23 Apr 2015 04:33:00 EDT We don't keep forgiving Double Fine - by Robert Fearon http://gamasutra.com/blogs/RobertFearon/20150421/241614/We_dont_keep_forgiving_Double_Fine.php On the differences between how people perceive game development and the costs and realities, via a recent article on Double Fine. http://gamasutra.com/blogs/RobertFearon/20150421/241614/We_dont_keep_forgiving_Double_Fine.php Tue, 21 Apr 2015 03:55:00 EDT Balancing Gunsport: the trouble with asymmetry - by Brandon Sheffield http://gamasutra.com/blogs/BrandonSheffield/20150420/241532/Balancing_Gunsport_the_trouble_with_asymmetry.php What is this "balance" thing you people keep going on about!? http://gamasutra.com/blogs/BrandonSheffield/20150420/241532/Balancing_Gunsport_the_trouble_with_asymmetry.php Mon, 20 Apr 2015 01:52:00 EDT Flow - by Neils Clark http://gamasutra.com/blogs/NeilsClark/20150420/241439/Flow.php What flow theory is, where it's problematic. http://gamasutra.com/blogs/NeilsClark/20150420/241439/Flow.php Mon, 20 Apr 2015 01:22:00 EDT CRT Simulation in Super Win the Game - by Kyle Pittman http://gamasutra.com/blogs/KylePittman/20150420/241442/CRT_Simulation_in_Super_Win_the_Game.php One indie developer discusses his research and approach to understanding and simulating a CRT television screen. http://gamasutra.com/blogs/KylePittman/20150420/241442/CRT_Simulation_in_Super_Win_the_Game.php Mon, 20 Apr 2015 01:22:00 EDT Video (screencast): Games, Puzzles, "Contests" - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20150420/241459/Video_screencast_Games_Puzzles_quotContestsquot.php The big difference in game design is between games with human opposition, and games without – two or more players versus one player. I briefly discuss the difference between games, puzzles, and "contests". http://gamasutra.com/blogs/LewisPulsipher/20150420/241459/Video_screencast_Games_Puzzles_quotContestsquot.php Mon, 20 Apr 2015 01:22:00 EDT The Four Horsemen Of VR - by Simon Carless http://gamasutra.com/blogs/SimonCarless/20150417/241428/The_Four_Horsemen_Of_VR.php I wanted to use the idea of gradually advancing, uh, harbingers for virtual reality, now that I've tried four or five VR systems with games, movies, and apps. Which will win - and which needs to? http://gamasutra.com/blogs/SimonCarless/20150417/241428/The_Four_Horsemen_Of_VR.php Fri, 17 Apr 2015 08:28:00 EDT On Towerfall Ascension's approach to characters - by Christian Nutt http://gamasutra.com/blogs/ChristianNutt/20150417/241421/On_Towerfall_Ascensions_approach_to_characters.php On Towerfall Ascension's diverse but mechanically indistinguishable roster, and why player choice matters. http://gamasutra.com/blogs/ChristianNutt/20150417/241421/On_Towerfall_Ascensions_approach_to_characters.php Fri, 17 Apr 2015 07:48:00 EDT A Jedi Saga - by Raph Koster http://gamasutra.com/blogs/RaphKoster/20150417/241406/A_Jedi_Saga.php Star Wars Galaxies has been controversial for years thanks to a series of design decisions made both before and after launch. Among these was how Jedis were handled. Here's the design postmortem! http://gamasutra.com/blogs/RaphKoster/20150417/241406/A_Jedi_Saga.php Fri, 17 Apr 2015 02:06:00 EDT Minimum Sustainable Success - by Daniel Cook http://gamasutra.com/blogs/DanielCook/20150415/241145/Minimum_Sustainable_Success.php How to manage risk as a sustainable indie game company. http://gamasutra.com/blogs/DanielCook/20150415/241145/Minimum_Sustainable_Success.php Wed, 15 Apr 2015 02:28:00 EDT Why Western Mobile Game Developers Need to Worry About Asian App Piracy - by Mary Min http://gamasutra.com/blogs/MaryMin/20150414/241010/Why_Western_Mobile_Game_Developers_Need_to_Worry_About_Asian_App_Piracy.php Many Western game developers assume that app piracy is an “only in Asia” problem, but mobile game development is a global business, and what happens in one region impacts other markets too. Game dev veteran Mary Min explains how with numerous examples. http://gamasutra.com/blogs/MaryMin/20150414/241010/Why_Western_Mobile_Game_Developers_Need_to_Worry_About_Asian_App_Piracy.php Tue, 14 Apr 2015 01:43:00 EDT Adding Debt to your Daily Scrum - by Mike Sellers http://gamasutra.com/blogs/MikeSellers/20150413/240999/Adding_Debt_to_your_Daily_Scrum.php Everyone who uses a Daily Scrum or Standup meeting knows the three big questions everyone answers in each meeting. I've found that adding a fourth is extremely valuable and helps avoid a lot of pain later on. http://gamasutra.com/blogs/MikeSellers/20150413/240999/Adding_Debt_to_your_Daily_Scrum.php Mon, 13 Apr 2015 12:08:00 EDT How a Business Plan Can Help Your Mobile Game Business - by Jovan Johnson http://gamasutra.com/blogs/JovanJohnson/20150409/240716/How_a_Business_Plan_Can_Help_Your_Mobile_Game_Business.php Get app business plan tips. Mobile gaming is a popular, accessible, and potentially profitable business segment. Why don't all entrants create business plans? http://gamasutra.com/blogs/JovanJohnson/20150409/240716/How_a_Business_Plan_Can_Help_Your_Mobile_Game_Business.php Thu, 09 Apr 2015 01:36:00 EDT Making character illustrations for a FPS game - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20150409/240750/Making_character_illustrations_for_a_FPS_game.php This article is a detailed walkthrough of how we make character promotion art for a FPS game: Zula http://gamasutra.com/blogs/JunxueLi/20150409/240750/Making_character_illustrations_for_a_FPS_game.php Thu, 09 Apr 2015 01:36:00 EDT Is Nintendo working on the defining videogame controller of the smart device age? - by Nicholas Lovell http://gamasutra.com/blogs/NicholasLovell/20150409/240760/Is_Nintendo_working_on_the_defining_videogame_controller_of_the_smart_device_age.php The Nintendo/DeNA deal makes no sense. At face value, it would suggest Nintendo is abandoning it's "Blue Ocean" strategy and jumping into a hyper-competitive market which doesn't play to its strengths. So what is really going on, wonders Nicholas Lovell. http://gamasutra.com/blogs/NicholasLovell/20150409/240760/Is_Nintendo_working_on_the_defining_videogame_controller_of_the_smart_device_age.php Thu, 09 Apr 2015 01:36:00 EDT Make Some Noise! Getting a Job Creating Sound and Music for Videogames. - by Will Morton http://gamasutra.com/blogs/WillMorton/20150408/234948/Make_Some_Noise_Getting_a_Job_Creating_Sound_and_Music_for_Videogames.php In this long and detailed post I will lift the curtain on what employers look for in video game audio staff, distilling 15 years of experience on both sides of the employment fence to give aspiring video game sound designers and composers a head start. http://gamasutra.com/blogs/WillMorton/20150408/234948/Make_Some_Noise_Getting_a_Job_Creating_Sound_and_Music_for_Videogames.php Wed, 08 Apr 2015 02:15:00 EDT Color-Coded Pink and Blue - by Sande Chen http://gamasutra.com/blogs/SandeChen/20150408/240670/ColorCoded_Pink_and_Blue.php In this article, game designer Sande Chen explores the notion of girl and boy games and wonders if it's time to cease such labeling. http://gamasutra.com/blogs/SandeChen/20150408/240670/ColorCoded_Pink_and_Blue.php Wed, 08 Apr 2015 02:15:00 EDT A living guide to the GDC Vault - by Francisco Souki http://gamasutra.com/blogs/FranciscoSouki/20150408/240671/A_living_guide_to_the_GDC_Vault.php Here's a log of the ~100 GDC talks I've watched with fellow game developers, with ratings and tags so you can find the best ones and the free ones. tinyurl.com/gdcvault http://gamasutra.com/blogs/FranciscoSouki/20150408/240671/A_living_guide_to_the_GDC_Vault.php Wed, 08 Apr 2015 02:15:00 EDT You’re solving the wrong problem - by Samuel Rantaeskola http://gamasutra.com/blogs/SamuelRantaeskola/20150408/240687/Youre_solving_the_wrong_problem.php When once again faced with the problem of the team being overloaded. Are you solving the right problem? http://gamasutra.com/blogs/SamuelRantaeskola/20150408/240687/Youre_solving_the_wrong_problem.php Wed, 08 Apr 2015 02:15:00 EDT Augmented/Virtual Reality to hit $150 billion disrupting mobile by 2020 - by Tim Merel http://gamasutra.com/blogs/TimMerel/20150406/240547/AugmentedVirtual_Reality_to_hit_150_billion_disrupting_mobile_by_2020.php Digi-Capital's new Augmented/Virtual Reality Report 2015 forecasts AR/VR to hit $150 billion disrupting mobile by 2020 (AR $120 billion/VR $30 billion). http://gamasutra.com/blogs/TimMerel/20150406/240547/AugmentedVirtual_Reality_to_hit_150_billion_disrupting_mobile_by_2020.php Mon, 06 Apr 2015 07:37:00 EDT Videogames Are Broken Toys - by Keith Burgun http://gamasutra.com/blogs/KeithBurgun/20150406/240462/Videogames_Are_Broken_Toys.php I've been looking at videogames in the wrong way for a long time. Videogames are fundamentally toys, even those that profess to be strategy games. In this article, I go into depth on the value of toys and how we're failing to capitalize on them. http://gamasutra.com/blogs/KeithBurgun/20150406/240462/Videogames_Are_Broken_Toys.php Mon, 06 Apr 2015 01:43:00 EDT Best practices using the PS4 Dualshock controller speaker - by Rev Dr Bradley Meyer http://gamasutra.com/blogs/RevDrBradleyMeyer/20150406/240483/Best_practices_using_the_PS4_Dualshock_controller_speaker.php The controller speaker in the Playstation Dualshock 4 can be an effective way to communicate information to the player. Rev. Dr. Bradley Meyer, audio director at Sucker Punch, provides some tips and tricks to make it work well. http://gamasutra.com/blogs/RevDrBradleyMeyer/20150406/240483/Best_practices_using_the_PS4_Dualshock_controller_speaker.php Mon, 06 Apr 2015 01:43:00 EDT Where do I start if I want to develop for consoles? - by Robert Fearon http://gamasutra.com/blogs/RobertFearon/20150406/240485/Where_do_I_start_if_I_want_to_develop_for_consoles.php I asked Sony and Microsoft how folks would need to approach them if they've never made a console game before. Here there be answers. http://gamasutra.com/blogs/RobertFearon/20150406/240485/Where_do_I_start_if_I_want_to_develop_for_consoles.php Mon, 06 Apr 2015 01:43:00 EDT User Attribution and Acquisition: Targeting Beyond New Customers (Part 3 of 3) - by Dmitri Williams http://gamasutra.com/blogs/DmitriWilliams/20150406/240491/User_Attribution_and_Acquisition_Targeting_Beyond_New_Customers_Part_3_of_3.php This article is the final installment in a three-part series on user acquisition http://gamasutra.com/blogs/DmitriWilliams/20150406/240491/User_Attribution_and_Acquisition_Targeting_Beyond_New_Customers_Part_3_of_3.php Mon, 06 Apr 2015 01:43:00 EDT 5 Misconceptions about UX (User Experience) in Video Games - by Celia Hodent http://gamasutra.com/blogs/CeliaHodent/20150406/240476/5_Misconceptions_about_UX_User_Experience_in_Video_Games.php User Experience (UX) is becoming very trendy albeit fairly new in the video game industry, so there are still a lot of misconceptions regarding what it is (and what it’s not). Here are the 5 most common misconceptions. http://gamasutra.com/blogs/CeliaHodent/20150406/240476/5_Misconceptions_about_UX_User_Experience_in_Video_Games.php Mon, 06 Apr 2015 01:29:00 EDT The Top 5 Things to Address in Your Game’s Marketing Plan - by Jovan Johnson http://gamasutra.com/blogs/JovanJohnson/20150403/240364/The_Top_5_Things_to_Address_in_Your_Games_Marketing_Plan.php Need direction marketing your app? You'll do well to create a marketing plan. Visit now to learn factors you should consider. http://gamasutra.com/blogs/JovanJohnson/20150403/240364/The_Top_5_Things_to_Address_in_Your_Games_Marketing_Plan.php Fri, 03 Apr 2015 01:48:00 EDT It all starts with (good) intentions - by Urbain Bruno http://gamasutra.com/blogs/UrbainBruno/20150402/240292/It_all_starts_with_good_intentions.php When you start creating a game. When you think you have a great idea to turn into a game. When this idea has been through prototypes and new team members have been added and that idea has evolved, what must remains are the intentions. http://gamasutra.com/blogs/UrbainBruno/20150402/240292/It_all_starts_with_good_intentions.php Thu, 02 Apr 2015 01:16:00 EDT Gamable Stories and Some Tea - by Luis Guimaraes http://gamasutra.com/blogs/LuisGuimaraes/20150401/240204/Gamable_Stories_and_Some_Tea.php Not another Gameplay VS Story article. http://gamasutra.com/blogs/LuisGuimaraes/20150401/240204/Gamable_Stories_and_Some_Tea.php Wed, 01 Apr 2015 03:04:00 EDT The Misconception of Core Teams - by Benjamin Quintero http://gamasutra.com/blogs/BenjaminQuintero/20150401/240242/The_Misconception_of_Core_Teams.php Do core teams make sense for small business? http://gamasutra.com/blogs/BenjaminQuintero/20150401/240242/The_Misconception_of_Core_Teams.php Wed, 01 Apr 2015 03:04:00 EDT Making Indie Games From a McDonald's: 10 Key Tips - by Scott Brodie http://gamasutra.com/blogs/ScottBrodie/20150401/240244/Making_Indie_Games_From_a_McDonalds_10_Key_Tips.php Ever wish you could use McDonald's as a workplace? Hero Generations designer Scott Brodie shares his top 10 tips for making your McDream a reality. http://gamasutra.com/blogs/ScottBrodie/20150401/240244/Making_Indie_Games_From_a_McDonalds_10_Key_Tips.php Wed, 01 Apr 2015 03:04:00 EDT Automated Transparent Development - by Lars Doucet http://gamasutra.com/blogs/LarsDoucet/20150401/240254/Automated_Transparent_Development.php It's very hard to do rich, frequent updates to let our fans know we're not dead. So we made the computers do that for us. http://gamasutra.com/blogs/LarsDoucet/20150401/240254/Automated_Transparent_Development.php Wed, 01 Apr 2015 03:04:00 EDT The Butterfly Effect - by Kevin Ryan http://gamasutra.com/blogs/KevinRyan/20150331/239636/The_Butterfly_Effect.php A discussion of how reading Nate Silver's "The Signal and the Noise" reminded me of several challenges I had in implementing physics for Contraption Maker. http://gamasutra.com/blogs/KevinRyan/20150331/239636/The_Butterfly_Effect.php Tue, 31 Mar 2015 02:49:00 EDT GDC 2015 The Delayed Impressions of a Games User Researcher - by Ben Lewis-Evans http://gamasutra.com/blogs/BenLewisEvans/20150331/240024/GDC_2015_The_Delayed_Impressions_of_a_Games_User_Researcher.php What does a Games User Researcher attending GDC for the first time (along with the Games User Researcher Summit) think of the whole thing? This is an attempt to catalog and describe my experiences, with summaries of every talk I attended. http://gamasutra.com/blogs/BenLewisEvans/20150331/240024/GDC_2015_The_Delayed_Impressions_of_a_Games_User_Researcher.php Tue, 31 Mar 2015 02:49:00 EDT For art teams: How do we recruit artists - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20150331/240057/For_art_teams_How_do_we_recruit_artists.php This article has detailed steps about how we recruit artists for our team. http://gamasutra.com/blogs/JunxueLi/20150331/240057/For_art_teams_How_do_we_recruit_artists.php Tue, 31 Mar 2015 02:49:00 EDT Memorable Names for Virtual Things - by Rob Lockhart http://gamasutra.com/blogs/RobLockhart/20150331/240114/Memorable_Names_for_Virtual_Things.php When creating proper names for fictional people, places and things in a game (or other creative endeavor), there are some tricks you can use to help your players keep them distinct and organized in their minds. http://gamasutra.com/blogs/RobLockhart/20150331/240114/Memorable_Names_for_Virtual_Things.php Tue, 31 Mar 2015 02:49:00 EDT Gameplay Depth versus Variety - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20150330/239930/Gameplay_Depth_versus_Variety.php Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games). http://gamasutra.com/blogs/LewisPulsipher/20150330/239930/Gameplay_Depth_versus_Variety.php Mon, 30 Mar 2015 01:30:00 EDT Octodad: Dadliest Catch Post-Mortem Pt. 4: Tech - by Kevin Geisler http://gamasutra.com/blogs/KevinGeisler/20150330/240000/Octodad_Dadliest_Catch_PostMortem_Pt_4_Tech.php Technical lessons learned from the creation and release of Octodad: Dadliest Catch. http://gamasutra.com/blogs/KevinGeisler/20150330/240000/Octodad_Dadliest_Catch_PostMortem_Pt_4_Tech.php Mon, 30 Mar 2015 01:30:00 EDT The curious alternative distribution of Samorost 2: Newspaper stands. - by Brandon Sheffield http://gamasutra.com/blogs/BrandonSheffield/20150329/239940/The_curious_alternative_distribution_of_Samorost_2_Newspaper_stands.php Amanita Design, makers of Samorost, Machinarium, Botanicula and others, took to a curious method to sell games in the Czech Republic: Newspaper stands. http://gamasutra.com/blogs/BrandonSheffield/20150329/239940/The_curious_alternative_distribution_of_Samorost_2_Newspaper_stands.php Sun, 29 Mar 2015 04:47:00 EDT