Gamasutra.com - Expert Blogs http://gamasutra.com/blogs/expert/ Gamasutra Blogs Thu, 02 Oct 2014 08:28:23 EDT en-us scarless@think-services.com (Simon Carless) The Science of E-Sports Performance - by Amine Issa http://gamasutra.com/blogs/AmineIssa/20141001/226430/The_Science_of_ESports_Performance.php Business/Marketing,Design,Console/PC Right now the League of Legends World Championships are drawing record views (and forcing me to wake up at ungodly hours to catch all the action). I want to show people a different perspective, how physiology factors into competitive gaming performance. http://gamasutra.com/blogs/AmineIssa/20141001/226430/The_Science_of_ESports_Performance.php Wed, 01 Oct 2014 01:45:00 EDT Branching Conversation Systems and the Working Writer, Part 5: Arts and Craft - by Alexander Freed http://gamasutra.com/blogs/AlexanderFreed/20141001/226764/Branching_Conversation_Systems_and_the_Working_Writer_Part_5_Arts_and_Craft.php Design,Console/PC,Indie For decades, branching conversation systems have been a powerful tool in game narrative. In the fifth and final part of our series, we discuss means of improving branching dialogue on a line-by-line basis. http://gamasutra.com/blogs/AlexanderFreed/20141001/226764/Branching_Conversation_Systems_and_the_Working_Writer_Part_5_Arts_and_Craft.php Wed, 01 Oct 2014 01:45:00 EDT Interview: Angry Birds Stella Lead on Gender Balance - by Pascal Clarysse http://gamasutra.com/blogs/PascalClarysse/20141001/226785/Interview_Angry_Birds_Stella_Lead_on_Gender_Balance.php Business/Marketing,Production,Smartphone/Tablet Since the infamous cut from Assassin’s Creed Unity at E3, there’s been a growing debate about the place of women in our industry. Seeing a high number of female executives at Rovio, I interviewed Angry Birds Stella lead Heini Kahu about gender balance. http://gamasutra.com/blogs/PascalClarysse/20141001/226785/Interview_Angry_Birds_Stella_Lead_on_Gender_Balance.php Wed, 01 Oct 2014 01:45:00 EDT Call for Participation: The Game Outcomes Project needs your help! - by Paul Tozour http://gamasutra.com/blogs/PaulTozour/20140930/226638/Call_for_Participation_The_Game_Outcomes_Project_needs_your_help.php Business/Marketing,Production The Game Outcomes Project is designed to statistically evaluate game development efforts across hundreds of game teams & generate insights as to how teamwork, culture, leadership, and production practices contribute to project success or failure. http://gamasutra.com/blogs/PaulTozour/20140930/226638/Call_for_Participation_The_Game_Outcomes_Project_needs_your_help.php Tue, 30 Sep 2014 01:46:00 EDT Accessibility in Darknet - by E McNeill http://gamasutra.com/blogs/EMcNeill/20140930/226699/Accessibility_in_Darknet.php Design,Console/PC,Indie A reflection on competing values of game design. http://gamasutra.com/blogs/EMcNeill/20140930/226699/Accessibility_in_Darknet.php Tue, 30 Sep 2014 01:46:00 EDT A playbook for cutting the corporate purse strings - by Ethan Levy http://gamasutra.com/blogs/EthanLevy/20140930/226702/A_playbook_for_cutting_the_corporate_purse_strings.php Business/Marketing,Indie 2.5 years ago I left a stable job at EA with a year of savings in the bank. One failed startup and two games later, I'm still independent thanks to an accidental career in consulting. This post shares some entrepreneurial lessons learned along the way. http://gamasutra.com/blogs/EthanLevy/20140930/226702/A_playbook_for_cutting_the_corporate_purse_strings.php Tue, 30 Sep 2014 01:46:00 EDT Solving the "unsolvable" issue of mobility in VR - by Lee Perry http://gamasutra.com/blogs/LeePerry/20140930/226747/Solving_the_quotunsolvablequot_issue_of_mobility_in_VR.php Design,Console/PC,Indie To many, VR has an "unsolvable" problem when it comes to basic mobility of the player. But is it possible we're coming at this issue from a bad direction? Perhaps our goal of a universally accepted control scheme is actually hampering us? http://gamasutra.com/blogs/LeePerry/20140930/226747/Solving_the_quotunsolvablequot_issue_of_mobility_in_VR.php Tue, 30 Sep 2014 01:46:00 EDT Kickstarter and video games – 1st half of 2014 - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20140930/226762/Kickstarter_and_video_games__1st_half_of_2014.php Business/Marketing,Console/PC,Indie A couple of weeks ago, I was invited to the Ludicious Festival in Zurich to talk about crowd funding and indie video games. As usual, it was heavily geared towards Kickstarter, as it is still the very dominant platform. http://gamasutra.com/blogs/ThomasBidaux/20140930/226762/Kickstarter_and_video_games__1st_half_of_2014.php Tue, 30 Sep 2014 01:46:00 EDT Codifying Game & Test Knowledge in Tests? - by Johan Hoberg http://gamasutra.com/blogs/JohanHoberg/20140929/226432/Codifying_Game__Test_Knowledge_in_Tests.php Production,Console/PC,Social/Online,Smartphone/Tablet How much information should your test cases (or test missions, charters, or other types or similar test artifacts) include? What are the pros and cons of adding lots of detailed information in your test cases? http://gamasutra.com/blogs/JohanHoberg/20140929/226432/Codifying_Game__Test_Knowledge_in_Tests.php Mon, 29 Sep 2014 01:05:00 EDT Considering Risk in Video Game QA - by Lindsay Lauters Miller http://gamasutra.com/blogs/LindsayLautersMiller/20140929/226492/Considering_Risk_in_Video_Game_QA.php Production,Console/PC,Indie,Smartphone/Tablet Basic risk-based QA testing methods can substantially reduce your test hours and project budget. If you're unfamiliar with risk-based testing (RBT), you can still reap the benefits by applying these simple priority rating and fluid test plan methods. http://gamasutra.com/blogs/LindsayLautersMiller/20140929/226492/Considering_Risk_in_Video_Game_QA.php Mon, 29 Sep 2014 01:05:00 EDT Video/screencast: The Many Rewards of Designing Games - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20140929/226609/Videoscreencast_The_Many_Rewards_of_Designing_Games.php Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Aspiring designers often think they're going to get rich. Actually game design is a hobby for most, not a living. But there are many reasons other than money to design games. My favorite game is the game of designing games, though I do make some money. http://gamasutra.com/blogs/LewisPulsipher/20140929/226609/Videoscreencast_The_Many_Rewards_of_Designing_Games.php Mon, 29 Sep 2014 01:05:00 EDT What Indie Game Developers Can Learn From Jordan Mechner's Book "The Making Of Karateka" - by Steve Fulton http://gamasutra.com/blogs/SteveFulton/20140929/226613/What_Indie_Game_Developers_Can_Learn_From_Jordan_Mechners_Book_quotThe_Making_Of_Karatekaquot.php Design,Programming,Console/PC,Indie While the story is more than 30 years old, the parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding development story. http://gamasutra.com/blogs/SteveFulton/20140929/226613/What_Indie_Game_Developers_Can_Learn_From_Jordan_Mechners_Book_quotThe_Making_Of_Karatekaquot.php Mon, 29 Sep 2014 01:05:00 EDT Brave NewSteam World - by Lars Doucet http://gamasutra.com/blogs/LarsDoucet/20140929/226679/Brave_NewSteam_World.php Business/Marketing,Design,Production,Console/PC,Indie NewSteam is upon us. Tails will be fatter, launches will be harder. Some good, some bad, net positive. http://gamasutra.com/blogs/LarsDoucet/20140929/226679/Brave_NewSteam_World.php Mon, 29 Sep 2014 01:05:00 EDT The Choice for Female Characters - by Sande Chen http://gamasutra.com/blogs/SandeChen/20140926/226493/The_Choice_for_Female_Characters.php Business/Marketing,Design,Production,Serious In this article, game writer Sande Chen reviews data from a study on female characters in media and calls on content creators in the game industry to make a choice to include more female characters in their games. http://gamasutra.com/blogs/SandeChen/20140926/226493/The_Choice_for_Female_Characters.php Fri, 26 Sep 2014 01:19:00 EDT So they made you a lead; now what? - by Oliver Franzke http://gamasutra.com/blogs/OliverFranzke/20140926/226504/So_they_made_you_a_lead_now_what.php Audio,Design,Programming,Production,Art,Console/PC,Serious,Social/Online,Smartphone/Tablet Transitioning from a production role into a leadership position can be very challenging, which is a lesson I had to learn the hard way. In doesn't have to be that way and I hope that this post will help newly minted leads to get started in their new role. http://gamasutra.com/blogs/OliverFranzke/20140926/226504/So_they_made_you_a_lead_now_what.php Fri, 26 Sep 2014 01:19:00 EDT The Designer's Production Guide - by William Anderson http://gamasutra.com/blogs/WilliamAnderson/20140926/226565/The_Designers_Production_Guide.php Business/Marketing,Design,Production,Console/PC,Serious,Indie,Social/Online The Designer's Production Guide - There are many "do and don't" rules in game design, and most successful designers abide by many, if not all, of the same ones. (Read On) http://gamasutra.com/blogs/WilliamAnderson/20140926/226565/The_Designers_Production_Guide.php Fri, 26 Sep 2014 01:19:00 EDT Emotional Parameters - by Rob Bridgett http://gamasutra.com/blogs/RobBridgett/20140925/226433/Emotional_Parameters.php Audio,Console/PC,Indie,Smartphone/Tablet Game sound in both middleware and proprietary engines is controlled and connected to the game by parameters, switches and states. Do parameters hold the key to how deeply integrated into the game your sound really is? http://gamasutra.com/blogs/RobBridgett/20140925/226433/Emotional_Parameters.php Thu, 25 Sep 2014 02:39:00 EDT Robots Need Prototyping Too - by Heather Chandler http://gamasutra.com/blogs/HeatherChandler/20140925/225420/Robots_Need_Prototyping_Too.php Design,Production,Art,Indie,Smartphone/Tablet This article discusses the prototyping process we went through to create the robot characters for Robots Need Love Too. http://gamasutra.com/blogs/HeatherChandler/20140925/225420/Robots_Need_Prototyping_Too.php Thu, 25 Sep 2014 01:16:00 EDT How to Get Your Game Design Ideas into Production - by William Anderson http://gamasutra.com/blogs/WilliamAnderson/20140925/226463/How_to_Get_Your_Game_Design_Ideas_into_Production.php Business/Marketing,Design,Production,Console/PC,Serious,Indie,Social/Online How to Get Your Game Design Ideas into Production, by William Anderson at Awaken Games http://gamasutra.com/blogs/WilliamAnderson/20140925/226463/How_to_Get_Your_Game_Design_Ideas_into_Production.php Thu, 25 Sep 2014 01:16:00 EDT Branching Conversation Systems and the Working Writer, Part 4: Key Principles - by Alexander Freed http://gamasutra.com/blogs/AlexanderFreed/20140924/226302/Branching_Conversation_Systems_and_the_Working_Writer_Part_4_Key_Principles.php Design,Console/PC,Indie For decades, branching conversation systems have been a powerful tool in game narrative. In part four of our series, we discuss some guiding principles for crafting a branching dialogue scene. http://gamasutra.com/blogs/AlexanderFreed/20140924/226302/Branching_Conversation_Systems_and_the_Working_Writer_Part_4_Key_Principles.php Wed, 24 Sep 2014 03:01:00 EDT Game Analytics 101 Part 1: Should I deal with this? How do I start? - by Dmitri Williams http://gamasutra.com/blogs/DmitriWilliams/20140924/226306/Game_Analytics_101_Part_1_Should_I_deal_with_this_How_do_I_start.php Business/Marketing,Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet This post is part one of a five-part series on analytics in the gaming industry: Part 1: Should I deal with this? How do I start? Part 2: Basic Definitions Part 3: Understanding Social in Games Part 4: Cohort Analysis and Segmentation Part 5: Predict http://gamasutra.com/blogs/DmitriWilliams/20140924/226306/Game_Analytics_101_Part_1_Should_I_deal_with_this_How_do_I_start.php Wed, 24 Sep 2014 03:01:00 EDT 2D games: Shoot photos to make better & cheaper art (Part 3) - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20140924/226331/2D_games_Shoot_photos_to_make_better__cheaper_art_Part_3.php Design,Production,Art,Console/PC,Social/Online,Smartphone/Tablet This series of posts are about shooting good pictures for 2D game art production. This post is Part 3: Tips about shooting architectures, interior, furniture. http://gamasutra.com/blogs/JunxueLi/20140924/226331/2D_games_Shoot_photos_to_make_better__cheaper_art_Part_3.php Wed, 24 Sep 2014 03:01:00 EDT Unity Couch Game Prototype Part 1 (Hauler) - by Brent Knowles http://gamasutra.com/blogs/BrentKnowles/20140924/226359/Unity_Couch_Game_Prototype_Part_1_Hauler.php Design,Console/PC,Indie First post in a series as I work through various prototypes in Unity and build a simplistic game. Post content centers around design effort, mistakes, and gameplay. http://gamasutra.com/blogs/BrentKnowles/20140924/226359/Unity_Couch_Game_Prototype_Part_1_Hauler.php Wed, 24 Sep 2014 03:01:00 EDT First 24hrs: Results from Steam's Update - by Andrew Spearin http://gamasutra.com/blogs/AndrewSpearin/20140923/226300/First_24hrs_Results_from_Steams_Update.php Business/Marketing,Production,Console/PC,Indie,Social/Online Hard numbers on how Steam's changes are noticeably working for this indie developer. http://gamasutra.com/blogs/AndrewSpearin/20140923/226300/First_24hrs_Results_from_Steams_Update.php Tue, 23 Sep 2014 02:46:00 EDT Optimizing Tower Defense for FOCUS and THINKING - Defender's Quest - by Lars Doucet http://gamasutra.com/blogs/LarsDoucet/20140923/226261/Optimizing_Tower_Defense_for_FOCUS_and_THINKING__Defenders_Quest.php Design,Console/PC,Indie Best practices for Tower Defense game design, as long as you share the same highly opinionated design goals as me. http://gamasutra.com/blogs/LarsDoucet/20140923/226261/Optimizing_Tower_Defense_for_FOCUS_and_THINKING__Defenders_Quest.php Tue, 23 Sep 2014 10:16:00 EDT On Steam Curation, what I think it changes - by Mike Bithell http://gamasutra.com/blogs/MikeBithell/20140923/226260/On_Steam_Curation_what_I_think_it_changes.php Business/Marketing,Console/PC,Indie Some thoughts on Steam Curation, and the effect it has on marketing for indies. http://gamasutra.com/blogs/MikeBithell/20140923/226260/On_Steam_Curation_what_I_think_it_changes.php Tue, 23 Sep 2014 09:49:00 EDT A Game Jam Diary - by Howard Tsao http://gamasutra.com/blogs/HowardTsao/20140922/226203/A_Game_Jam_Diary.php Business/Marketing,Production,Console/PC,Indie Chronicling an alternative team game jam format we tried that helped us be better focused and brought us closer together. http://gamasutra.com/blogs/HowardTsao/20140922/226203/A_Game_Jam_Diary.php Mon, 22 Sep 2014 05:36:00 EDT Quality in Games - by Johan Hoberg http://gamasutra.com/blogs/JohanHoberg/20140922/226162/Quality_in_Games.php Business/Marketing,Production,Console/PC,Social/Online,Smartphone/Tablet How do we define quality in games, and what does it actually mean in practice? In this article I will discuss which definition of quality I prefer, and begin to explore how I apply that definition to games. http://gamasutra.com/blogs/JohanHoberg/20140922/226162/Quality_in_Games.php Mon, 22 Sep 2014 07:36:00 EDT Success is Scrappy - by Karl Schmidt http://gamasutra.com/blogs/KarlSchmidt/20140922/226137/Success_is_Scrappy.php Design,Programming,Production,Console/PC,Indie,Social/Online,Smartphone/Tablet The path to successfully shipping a game is often messy. Here are my thoughts on how to set yourself up for success, including some real-world examples. http://gamasutra.com/blogs/KarlSchmidt/20140922/226137/Success_is_Scrappy.php Mon, 22 Sep 2014 03:09:00 EDT Google Should Make Amends with Developers After Settling with the FTC - by Jovan Johnson http://gamasutra.com/blogs/JovanJohnson/20140922/226114/Google_Should_Make_Amends_with_Developers_After_Settling_with_the_FTC.php Business/Marketing,Indie,Smartphone/Tablet Google and the Federal Trade Commission settled an action regarding questionable consumer practices surrounding in app purchases. This settlement includes refunds and improved consumer controls. A closer look reveals that Google owes developers an amends. http://gamasutra.com/blogs/JovanJohnson/20140922/226114/Google_Should_Make_Amends_with_Developers_After_Settling_with_the_FTC.php Mon, 22 Sep 2014 02:12:00 EDT The Gender Gap in VR - by E McNeill http://gamasutra.com/blogs/EMcNeill/20140922/226135/The_Gender_Gap_in_VR.php Business/Marketing,Console/PC,Indie Discussing the gender gap in the VR community. http://gamasutra.com/blogs/EMcNeill/20140922/226135/The_Gender_Gap_in_VR.php Mon, 22 Sep 2014 01:44:00 EDT A DC Developer’s View from the White House Game Jam - by Christopher Totten http://gamasutra.com/blogs/ChristopherTotten/20140919/226072/A_DC_Developers_View_from_the_White_House_Game_Jam.php Design,Production,Serious,Indie How participating in a Game Jam at the White House brought our new American University Game Lab together and taught us about game development in the Washington, DC area. http://gamasutra.com/blogs/ChristopherTotten/20140919/226072/A_DC_Developers_View_from_the_White_House_Game_Jam.php Fri, 19 Sep 2014 08:23:00 EDT How I got into Gaming, Part 3 - Let the Games Begin - by William Anderson http://gamasutra.com/blogs/WilliamAnderson/20140919/226034/How_I_got_into_Gaming_Part_3__Let_the_Games_Begin.php Design,Production,Console/PC How I got into Gaming, Part 3 - Let the Games Began http://gamasutra.com/blogs/WilliamAnderson/20140919/226034/How_I_got_into_Gaming_Part_3__Let_the_Games_Begin.php Fri, 19 Sep 2014 10:37:00 EDT How I got into Gaming, Part 2 - The Interview - by William Anderson http://gamasutra.com/blogs/WilliamAnderson/20140919/226033/How_I_got_into_Gaming_Part_2__The_Interview.php Design,Production,Console/PC How I got into Gaming, Part 2 - The Interview with Virgin Games http://gamasutra.com/blogs/WilliamAnderson/20140919/226033/How_I_got_into_Gaming_Part_2__The_Interview.php Fri, 19 Sep 2014 10:28:00 EDT How I got into Gaming, Part 1 - by William Anderson http://gamasutra.com/blogs/WilliamAnderson/20140919/226031/How_I_got_into_Gaming_Part_1.php Design,Production,Console/PC How I personally got into game development back in the early days of gaming. http://gamasutra.com/blogs/WilliamAnderson/20140919/226031/How_I_got_into_Gaming_Part_1.php Fri, 19 Sep 2014 10:23:00 EDT Mobile UI and Game Design: Screens vs. Flows - by Joseph Kim http://gamasutra.com/blogs/JosephKim/20140918/225980/Mobile_UI_and_Game_Design_Screens_vs_Flows.php Design,Smartphone/Tablet A recommended method for mobile game design that focuses on detailing entire series of user flows rather than specific screens. Many PC/console game designers often fail here by focusing on key screens and thereby eventually requiring redesign. http://gamasutra.com/blogs/JosephKim/20140918/225980/Mobile_UI_and_Game_Design_Screens_vs_Flows.php Thu, 18 Sep 2014 08:09:00 EDT A key ingredient for successful game studios - Positive Energy - by Heinz Schuller http://gamasutra.com/blogs/HeinzSchuller/20140918/225953/A_key_ingredient_for_successful_game_studios__Positive_Energy.php Production,Art,Console/PC,Indie Studio culture is defined by it's people, but what makes some studios great places to work vs. others? A key aspect (in my experience) is Positive Energy. http://gamasutra.com/blogs/HeinzSchuller/20140918/225953/A_key_ingredient_for_successful_game_studios__Positive_Energy.php Thu, 18 Sep 2014 02:56:00 EDT Lovers in a Dangerous Spacetime DevLog #11: Timing Is Everything - by Adam Winkels http://gamasutra.com/blogs/AdamWinkels/20140918/225928/Lovers_in_a_Dangerous_Spacetime_DevLog_11_Timing_Is_Everything.php Programming,Console/PC,Indie Implementing an easy to use coroutine-based timer in Unity. http://gamasutra.com/blogs/AdamWinkels/20140918/225928/Lovers_in_a_Dangerous_Spacetime_DevLog_11_Timing_Is_Everything.php Thu, 18 Sep 2014 11:31:00 EDT The Wind Up and the Pitch in Game Development - by William Anderson http://gamasutra.com/blogs/WilliamAnderson/20140917/225839/The_Wind_Up_and_the_Pitch_in_Game_Development.php Business/Marketing,Production,Console/PC,Indie Some expert information on managing pitching a game project to a publisher or investor. http://gamasutra.com/blogs/WilliamAnderson/20140917/225839/The_Wind_Up_and_the_Pitch_in_Game_Development.php Wed, 17 Sep 2014 03:25:00 EDT When the Fun of Game Development Dies - by William Anderson http://gamasutra.com/blogs/WilliamAnderson/20140917/225816/When_the_Fun_of_Game_Development_Dies.php Design,Production,Console/PC What happens when making games is no longer fun for the developer? http://gamasutra.com/blogs/WilliamAnderson/20140917/225816/When_the_Fun_of_Game_Development_Dies.php Wed, 17 Sep 2014 11:52:00 EDT The formal systems of games - by Lennart Nacke http://gamasutra.com/blogs/LennartNacke/20140917/225767/The_formal_systems_of_games.php Design In the second week of my Basic Introduction to Game Design course, I talk about games as systems, their formal structure and the elements that make games into games. http://gamasutra.com/blogs/LennartNacke/20140917/225767/The_formal_systems_of_games.php Wed, 17 Sep 2014 12:14:00 EDT Inclusivity vs Narrative Intent: a conversation with r/gaymers - by Ethan Levy http://gamasutra.com/blogs/EthanLevy/20140916/225766/Inclusivity_vs_Narrative_Intent_a_conversation_with_rgaymers.php Design,Indie While working on narrative experiment flapping bird, I questioned my initial decision to make my main character straight and male. So I asked gamers on Reddit's r/gaymers if inclusive language would make for a better game. This is what I learned. http://gamasutra.com/blogs/EthanLevy/20140916/225766/Inclusivity_vs_Narrative_Intent_a_conversation_with_rgaymers.php Tue, 16 Sep 2014 09:50:00 EDT Procedural Generation: By Molecule or Mythology - by Tanya X Short http://gamasutra.com/blogs/TanyaXShort/20140916/225758/Procedural_Generation_By_Molecule_or_Mythology.php Design,Console/PC,Indie A designer describes her studio's methods for choosing the level of detail of their procedural generation algorithms. http://gamasutra.com/blogs/TanyaXShort/20140916/225758/Procedural_Generation_By_Molecule_or_Mythology.php Tue, 16 Sep 2014 08:01:00 EDT Branching Conversation Systems and the Working Writer, Part 3: Building a Conversation Tree - by Alexander Freed http://gamasutra.com/blogs/AlexanderFreed/20140916/225763/Branching_Conversation_Systems_and_the_Working_Writer_Part_3_Building_a_Conversation_Tree.php Design,Console/PC,Indie For decades, branching conversation systems have been a powerful tool in game narrative. In part three of our series, we discuss toolsets and how to structure a conversation for easy review and later editing. http://gamasutra.com/blogs/AlexanderFreed/20140916/225763/Branching_Conversation_Systems_and_the_Working_Writer_Part_3_Building_a_Conversation_Tree.php Tue, 16 Sep 2014 07:59:00 EDT Mistranslated Worlds - by Radek Koncewicz http://gamasutra.com/blogs/RadekKoncewicz/20140916/225749/Mistranslated_Worlds.php Design,Console/PC A furtive look at the secret history of the Souls games and how a shoddy localization might have sparked the imaginations of its developers. http://gamasutra.com/blogs/RadekKoncewicz/20140916/225749/Mistranslated_Worlds.php Tue, 16 Sep 2014 03:55:00 EDT Not "Just A Mobile Game" - by E McNeill http://gamasutra.com/blogs/EMcNeill/20140916/225733/Not_quotJust_A_Mobile_Gamequot.php Business/Marketing,Console/PC,Indie,Smartphone/Tablet Thoughts on the upcoming software catalogue of Gear VR and how mobile VR games will be viewed by players. http://gamasutra.com/blogs/EMcNeill/20140916/225733/Not_quotJust_A_Mobile_Gamequot.php Tue, 16 Sep 2014 02:48:00 EDT Microsoft-Mojang is about the future not the money - by Tim Merel http://gamasutra.com/blogs/TimMerel/20140916/225673/MicrosoftMojang_is_about_the_future_not_the_money.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet Microsoft’s acquisition of Mojang is about the future, not short term economics http://gamasutra.com/blogs/TimMerel/20140916/225673/MicrosoftMojang_is_about_the_future_not_the_money.php Tue, 16 Sep 2014 06:16:00 EDT Why Make Games? - by Trent Polack http://gamasutra.com/blogs/TrentPolack/20140916/225658/Why_Make_Games.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet I was having a conversation with a friend the other day and reminded about my time in the game industry when I wondered, really wondered, why on Earth I ended up making games for a living. This is my attempt at figuring that out. http://gamasutra.com/blogs/TrentPolack/20140916/225658/Why_Make_Games.php Tue, 16 Sep 2014 12:51:00 EDT Gamification: Pervasive User Centric Design - by Andrzej Marczewski http://gamasutra.com/blogs/AndrzejMarczewski/20140915/225608/Gamification_Pervasive_User_Centric_Design.php Design,Serious,Social/Online At its heart, is gamification Pervasive User Centric Design? Is it the cross over between real and virtual worlds? http://gamasutra.com/blogs/AndrzejMarczewski/20140915/225608/Gamification_Pervasive_User_Centric_Design.php Mon, 15 Sep 2014 08:51:00 EDT Rocks - quick and easy - 2D art in inkscape - by Chris Hildenbrand http://gamasutra.com/blogs/ChrisHildenbrand/20140913/225570/Rocks__quick_and_easy__2D_art_in_inkscape.php Art,Indie Another quick tutorial while I am still reworking the space tutorial. This one is another request - how to create rocks, that don't look like clouds. http://gamasutra.com/blogs/ChrisHildenbrand/20140913/225570/Rocks__quick_and_easy__2D_art_in_inkscape.php Sat, 13 Sep 2014 11:04:00 EDT TurboGrafx: The Personal Story - by Christian Nutt http://gamasutra.com/blogs/ChristianNutt/20140912/225535/TurboGrafx_The_Personal_Story.php Business/Marketing,Console/PC I wrote that giant history, but here's my personal take. http://gamasutra.com/blogs/ChristianNutt/20140912/225535/TurboGrafx_The_Personal_Story.php Fri, 12 Sep 2014 03:57:00 EDT 2D games: Shoot photos to make better & cheaper art (Part 2) - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20140912/225468/2D_games_Shoot_photos_to_make_better__cheaper_art_Part_2.php Design,Production,Art,Social/Online,Smartphone/Tablet This series of posts are about shooting good pictures for 2D game art production. This post is Part 2. http://gamasutra.com/blogs/JunxueLi/20140912/225468/2D_games_Shoot_photos_to_make_better__cheaper_art_Part_2.php Fri, 12 Sep 2014 02:31:00 EDT Battlefield 4 monetization analysis - by Ethan Levy http://gamasutra.com/blogs/EthanLevy/20140911/225462/Battlefield_4_monetization_analysis.php Business/Marketing,Design,Console/PC Following an experience spending $100 on IAP content in Battlefield 4, I highlight shortcomings in the experience and propose methods that spending additional money inside the game could be improved. http://gamasutra.com/blogs/EthanLevy/20140911/225462/Battlefield_4_monetization_analysis.php Thu, 11 Sep 2014 07:00:00 EDT What to steal: From Destiny’s UI - by Mike Bithell http://gamasutra.com/blogs/MikeBithell/20140911/225448/What_to_steal_From_Destinys_UI.php Design,Console/PC,Indie There's a lot of good stuff in Destiny's UI, good stuff that isn't out of reach for indie devs.. may be worth stealing some of it ;) http://gamasutra.com/blogs/MikeBithell/20140911/225448/What_to_steal_From_Destinys_UI.php Thu, 11 Sep 2014 03:25:00 EDT Brown Bag Topic: Create Super Fans, Not Hunting Whales - by Benjamin Gifford http://gamasutra.com/blogs/BenjaminGifford/20140911/225423/Brown_Bag_Topic_Create_Super_Fans_Not_Hunting_Whales.php Business/Marketing,Design,Indie Your brown bag topic to discuss around lunch: What do you think is best for your game, a super fan or a whale? How do you go about connecting with super fans anyways? http://gamasutra.com/blogs/BenjaminGifford/20140911/225423/Brown_Bag_Topic_Create_Super_Fans_Not_Hunting_Whales.php Thu, 11 Sep 2014 12:41:00 EDT How a Game Tester Adds Value - by Johan Hoberg http://gamasutra.com/blogs/JohanHoberg/20140911/225397/How_a_Game_Tester_Adds_Value.php Programming,Console/PC,Social/Online,Smartphone/Tablet How does a professional game tester add value to a game development studio? Can you measure this value in a good way? I will try to give my view on this subject. http://gamasutra.com/blogs/JohanHoberg/20140911/225397/How_a_Game_Tester_Adds_Value.php Thu, 11 Sep 2014 07:13:00 EDT Branching Conversation Systems and the Working Writer, Part 2: Design Considerations - by Alexander Freed http://gamasutra.com/blogs/AlexanderFreed/20140909/225281/Branching_Conversation_Systems_and_the_Working_Writer_Part_2_Design_Considerations.php Design,Console/PC,Indie For decades, branching conversation systems have been a powerful tool in game narrative. In part two of our series, we discuss what sort of system to build for your game (covering everything from interface to voiceover). http://gamasutra.com/blogs/AlexanderFreed/20140909/225281/Branching_Conversation_Systems_and_the_Working_Writer_Part_2_Design_Considerations.php Tue, 09 Sep 2014 08:34:00 EDT Game Audio Industry Survey - by Brian Schmidt http://gamasutra.com/blogs/BrianSchmidt/20140909/225268/Game_Audio_Industry_Survey.php Audio,Business/Marketing,Production,Console/PC,Indie,Smartphone/Tablet GameSoundCon Survey looks deeper into the Salaries, Working Environment, Production and Contracts for video game composers and sound designers http://gamasutra.com/blogs/BrianSchmidt/20140909/225268/Game_Audio_Industry_Survey.php Tue, 09 Sep 2014 04:47:00 EDT Converting a Mobile Platformer into a Good PC Platformer - by Amir H Fassihi http://gamasutra.com/blogs/AmirHFassihi/20140909/224547/Converting_a_Mobile_Platformer_into_a_Good_PC_Platformer.php Design,Production,Console/PC,Indie,Smartphone/Tablet This articles describes some of the challenges we are facing in order to convert our mobile platformer, Shadow Blade, into a respectable PC game in the same genre. http://gamasutra.com/blogs/AmirHFassihi/20140909/224547/Converting_a_Mobile_Platformer_into_a_Good_PC_Platformer.php Tue, 09 Sep 2014 05:13:00 EDT RPG Solo – A Very Cool "Genre" To Play - by Luis Guimaraes http://gamasutra.com/blogs/LuisGuimaraes/20140908/225009/RPG_Solo__A_Very_Cool_quotGenrequot_To_Play.php Design RPG Solo is a virtual GM you can use to, as the name implies, play RPG with yourself. It's a very useful tool to practice writing Fiction too. And, of course, it's a very fun Game. http://gamasutra.com/blogs/LuisGuimaraes/20140908/225009/RPG_Solo__A_Very_Cool_quotGenrequot_To_Play.php Mon, 08 Sep 2014 01:04:00 EDT