Gamasutra.com - Expert Blogs http://gamasutra.com/blogs/expert/ Gamasutra Blogs Sun, 26 Oct 2014 01:06:07 EDT en-us scarless@think-services.com (Simon Carless) #GamerGate - by Frank Lantz http://gamasutra.com/blogs/FrankLantz/20141024/228523/GamerGate.php Design Speaking out against GamerGate. http://gamasutra.com/blogs/FrankLantz/20141024/228523/GamerGate.php Fri, 24 Oct 2014 01:56:00 EDT Game Analytics 101 Part 3: Understanding Social in Games - by Dmitri Williams http://gamasutra.com/blogs/DmitriWilliams/20141024/228540/Game_Analytics_101_Part_3_Understanding_Social_in_Games.php Business/Marketing,Programming,Production,Console/PC,Indie,Social/Online Game Analytics 101 Part 3: Understanding Social in Games http://gamasutra.com/blogs/DmitriWilliams/20141024/228540/Game_Analytics_101_Part_3_Understanding_Social_in_Games.php Fri, 24 Oct 2014 01:56:00 EDT The Sound Design of inFamous Second Son: Neon Power - by Rev Dr Bradley Meyer http://gamasutra.com/blogs/RevDrBradleyMeyer/20141024/228541/The_Sound_Design_of_inFamous_Second_Son_Neon_Power.php Audio,Console/PC An in-depth look at the resources captured and used to create the sound design for the Neon powers in inFAMOUS Second Son http://gamasutra.com/blogs/RevDrBradleyMeyer/20141024/228541/The_Sound_Design_of_inFamous_Second_Son_Neon_Power.php Fri, 24 Oct 2014 01:56:00 EDT Initial thoughts on live user testing for games - by Johan Hoberg http://gamasutra.com/blogs/JohanHoberg/20141023/228441/Initial_thoughts_on_live_user_testing_for_games.php Programming,Console/PC,Social/Online,Smartphone/Tablet What is the purpose of live user testing (closed alpha, closed beta, open beta, and similar) for a game, from a test perspective? http://gamasutra.com/blogs/JohanHoberg/20141023/228441/Initial_thoughts_on_live_user_testing_for_games.php Thu, 23 Oct 2014 01:35:00 EDT Bundles – Approach with your Eyes Open - by Richard Hill-Whittall http://gamasutra.com/blogs/RichardHillWhittall/20141023/228442/Bundles__Approach_with_your_Eyes_Open.php Business/Marketing,Console/PC,Indie This post covers our recent experiences with a Groupees bundle, which included our game ‘Life of Pixel’. We made some mistakes, and wanted to share those so you can avoid doing the same! http://gamasutra.com/blogs/RichardHillWhittall/20141023/228442/Bundles__Approach_with_your_Eyes_Open.php Thu, 23 Oct 2014 01:35:00 EDT Australian Developer Tantalus Turns Twenty - by Tom Crago http://gamasutra.com/blogs/TomCrago/20141022/228327/Australian_Developer_Tantalus_Turns_Twenty.php Business/Marketing,Console/PC Australian video game developer Tantalus celebrates its twentieth birthday this year, joining a select group of independent game-makers to have reached that milestone. CEO Tom Crago takes a look back at the company's history. http://gamasutra.com/blogs/TomCrago/20141022/228327/Australian_Developer_Tantalus_Turns_Twenty.php Wed, 22 Oct 2014 03:19:00 EDT PR Monitoring - September (and August) 2014 - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20141022/228385/PR_Monitoring__September_and_August_2014.php Business/Marketing,Console/PC Looking back on the past two months and video games mentions in the media. http://gamasutra.com/blogs/ThomasBidaux/20141022/228385/PR_Monitoring__September_and_August_2014.php Wed, 22 Oct 2014 03:19:00 EDT Optimizing Darknet - by E McNeill http://gamasutra.com/blogs/EMcNeill/20141021/228182/Optimizing_Darknet.php Programming,Production,Indie,Smartphone/Tablet 60fps, 1440p, stereoscopic 3D, on a cell phone. Good luck! http://gamasutra.com/blogs/EMcNeill/20141021/228182/Optimizing_Darknet.php Tue, 21 Oct 2014 02:00:00 EDT Winning the Loebner's - by bruce wilcox http://gamasutra.com/blogs/BruceWilcox/20141020/228091/Winning_the_Loebners.php Programming Given the upcoming 2014 Loebner Competition, it is time to review its vagaries and what it takes to have a winning chatbot. http://gamasutra.com/blogs/BruceWilcox/20141020/228091/Winning_the_Loebners.php Mon, 20 Oct 2014 02:36:00 EDT Stories in Games – The Little Things - by Adrian Bauer http://gamasutra.com/blogs/AdrianBauer/20141020/228106/Stories_in_Games__The_Little_Things.php Design,Console/PC,Indie In this article I want to take a brief look at how stories in games can be used effectively through gameplay to flesh out important details that give more weight to the larger much simpler goal of the overall game. http://gamasutra.com/blogs/AdrianBauer/20141020/228106/Stories_in_Games__The_Little_Things.php Mon, 20 Oct 2014 02:36:00 EDT Video screencast: 10 "Need to Knows" about Game Design - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20141020/228137/Video_screencast_10_quotNeed_to_Knowsquot_about_Game_Design.php Design This was created for the benefit of relatively inexperienced game designers, as "pros" know it already. But summaries are often useful. The video (screencast) is more than 14 minutes long. http://gamasutra.com/blogs/LewisPulsipher/20141020/228137/Video_screencast_10_quotNeed_to_Knowsquot_about_Game_Design.php Mon, 20 Oct 2014 02:36:00 EDT Honey, We Need to Discuss Your Persona Problem - by Bill Gardner http://gamasutra.com/blogs/BillGardner/20141017/228039/Honey_We_Need_to_Discuss_Your_Persona_Problem.php Business/Marketing,Design,Production,Console/PC Using personas as a tool to get inside heads. http://gamasutra.com/blogs/BillGardner/20141017/228039/Honey_We_Need_to_Discuss_Your_Persona_Problem.php Fri, 17 Oct 2014 12:30:00 EDT Why Anything but Games Matters - by Ian Bogost http://gamasutra.com/blogs/IanBogost/20141016/228000/Why_Anything_but_Games_Matters.php Business/Marketing,Design,Indie On isolationism in game development; my Indiecade 2014 talk http://gamasutra.com/blogs/IanBogost/20141016/228000/Why_Anything_but_Games_Matters.php Thu, 16 Oct 2014 07:33:00 EDT Why Gamers Love to Play Alone...Together - by Nick Halme http://gamasutra.com/blogs/NickHalme/20141016/227824/Why_Gamers_Love_to_Play_AloneTogether.php Design,Smartphone/Tablet Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind. http://gamasutra.com/blogs/NickHalme/20141016/227824/Why_Gamers_Love_to_Play_AloneTogether.php Thu, 16 Oct 2014 01:32:00 EDT VR Meetups: The Story of Haves and Have Nots - by Neil Schneider http://gamasutra.com/blogs/NeilSchneider/20141016/227954/VR_Meetups_The_Story_of_Haves_and_Have_Nots.php Business/Marketing,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Popular Meetups like SVVR, VRLA, and San Francisco VR Meetup are getting kudos for inexpensively getting a lot of expertise in one room. Learn about the gaps that need to be filled to grow the industry, and an effort being done to fill them. http://gamasutra.com/blogs/NeilSchneider/20141016/227954/VR_Meetups_The_Story_of_Haves_and_Have_Nots.php Thu, 16 Oct 2014 01:32:00 EDT Alien: Isolation and The Evolution of Horror Simulators - by Thomas Grip http://gamasutra.com/blogs/ThomasGrip/20141015/227733/Alien_Isolation_and_The_Evolution_of_Horror_Simulators.php Design,Console/PC An analysis of the games that laid the foundation for Alien: Isolation, an overview on what the games does well and what it fails at and finally some discussion on how to evolve the genre. http://gamasutra.com/blogs/ThomasGrip/20141015/227733/Alien_Isolation_and_The_Evolution_of_Horror_Simulators.php Wed, 15 Oct 2014 02:02:00 EDT Randomness and Game Design - by Keith Burgun http://gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet While there will always be a place for randomness of all sorts in some kinds of interactive systems, I believe the current assumptions with regard to randomness in games are largely wrong. http://gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php Wed, 15 Oct 2014 02:02:00 EDT Making Better Designers - by Geoff Ellenor http://gamasutra.com/blogs/GeoffEllenor/20141015/227763/Making_Better_Designers.php Design,Console/PC How good a designer you are depends mostly on how much design you get to do. http://gamasutra.com/blogs/GeoffEllenor/20141015/227763/Making_Better_Designers.php Wed, 15 Oct 2014 02:02:00 EDT Porting an adventure game to mobile: Tips and Pitfalls: Part 3 - by Pallav Nawani http://gamasutra.com/blogs/PallavNawani/20141013/225391/Porting_an_adventure_game_to_mobile_Tips_and_Pitfalls_Part_3.php Design,Programming,Art,Indie,Smartphone/Tablet This is the third and the last post in the Blog series ‘Porting an adventure game to mobile: Tips and Pitfalls’. Part 1 is here. Part 2 is here. http://gamasutra.com/blogs/PallavNawani/20141013/225391/Porting_an_adventure_game_to_mobile_Tips_and_Pitfalls_Part_3.php Mon, 13 Oct 2014 02:11:00 EDT Video: Demons, Witches and Bipedal Goats - Cultural History in Diablo III - by Bob Whitaker http://gamasutra.com/blogs/BobWhitaker/20141013/227616/Video_Demons_Witches_and_Bipedal_Goats__Cultural_History_in_Diablo_III.php Console/PC Historians consider elements of cultural history in Diablo III. Topics include angels, demons, witches, demonic possession, hell and purgatory. http://gamasutra.com/blogs/BobWhitaker/20141013/227616/Video_Demons_Witches_and_Bipedal_Goats__Cultural_History_in_Diablo_III.php Mon, 13 Oct 2014 02:11:00 EDT Call for Participation: The Game Outcomes Project needs your help! - by Paul Tozour http://gamasutra.com/blogs/PaulTozour/20141013/226638/Call_for_Participation_The_Game_Outcomes_Project_needs_your_help.php Business/Marketing,Production A first-of-its-kind study to statistically evaluate game dev efforts across hundreds of game teams and generate insights about how teamwork, culture, leadership, and production practices contribute to team effectiveness and project success or failure. http://gamasutra.com/blogs/PaulTozour/20141013/226638/Call_for_Participation_The_Game_Outcomes_Project_needs_your_help.php Mon, 13 Oct 2014 01:46:00 EDT Unity Couch Game Prototype Part 3 (Hauler) - by Brent Knowles http://gamasutra.com/blogs/BrentKnowles/20141008/226964/Unity_Couch_Game_Prototype_Part_3_Hauler.php This is the third post wherein I discuss the various prototypes behind the game Hauler. In this segment I add some new gameplay to the prototype and evaluate it. http://gamasutra.com/blogs/BrentKnowles/20141008/226964/Unity_Couch_Game_Prototype_Part_3_Hauler.php Wed, 08 Oct 2014 01:34:00 EDT The Sound Design of inFamous Second Son: Smoke Power - by Rev Dr Bradley Meyer http://gamasutra.com/blogs/RevDrBradleyMeyer/20141008/227272/The_Sound_Design_of_inFamous_Second_Son_Smoke_Power.php Audio,Console/PC First in a multi-part series discussing the details of some of the sound design featured in inFAMOUS Second Son. This post covers early sound concepting of powers and the resources used to create Delsin's smoke powers. http://gamasutra.com/blogs/RevDrBradleyMeyer/20141008/227272/The_Sound_Design_of_inFamous_Second_Son_Smoke_Power.php Wed, 08 Oct 2014 01:34:00 EDT Psychology and Destiny's Loot System - by Jamie Madigan http://gamasutra.com/blogs/JamieMadigan/20141008/227328/Psychology_and_Destinys_Loot_System.php Design,Console/PC Destiny's loot system leaves out one very important component that could make playing the game more compulsive and habit forming. But it adds in another that might be prolonging player enjoyment after getting a sweet loot drop. http://gamasutra.com/blogs/JamieMadigan/20141008/227328/Psychology_and_Destinys_Loot_System.php Wed, 08 Oct 2014 01:34:00 EDT 4 gamification lessons from the arcades - by Andrzej Marczewski http://gamasutra.com/blogs/AndrzejMarczewski/20141007/227196/4_gamification_lessons_from_the_arcades.php Design,Serious When I was young, one of my absolute favourite things in the world were arcades! When ever my parents took me on holiday, I would pray that nearby would be an arcade. http://gamasutra.com/blogs/AndrzejMarczewski/20141007/227196/4_gamification_lessons_from_the_arcades.php Tue, 07 Oct 2014 06:40:00 EDT Darknet's Free Launch - by E McNeill http://gamasutra.com/blogs/EMcNeill/20141007/227230/Darknets_Free_Launch.php Business/Marketing,Indie Why I'm giving my whole game away for free (temporarily). http://gamasutra.com/blogs/EMcNeill/20141007/227230/Darknets_Free_Launch.php Tue, 07 Oct 2014 06:32:00 EDT Paying to win - guild vs guild events - by Ethan Levy http://gamasutra.com/blogs/EthanLevy/20141007/227259/Paying_to_win__guild_vs_guild_events.php Business/Marketing,Design,Social/Online,Smartphone/Tablet GvG events are a major driver of retention and revenue in mobile F2P games. In this inside look at what it is like to be a high value player, I spend $200 and 5.5 hours to help my guild top the charts in a 3 day event in a build and battle style game. http://gamasutra.com/blogs/EthanLevy/20141007/227259/Paying_to_win__guild_vs_guild_events.php Tue, 07 Oct 2014 06:30:00 EDT 8 tips for a smooth launch to your indie game - by Jesse Attard http://gamasutra.com/blogs/JesseAttard/20141006/227070/8_tips_for_a_smooth_launch_to_your_indie_game.php Programming,Indie 8 essential tips to ensure that you have a smooth launch during the exceptionally important initial phase of your indie game's release. http://gamasutra.com/blogs/JesseAttard/20141006/227070/8_tips_for_a_smooth_launch_to_your_indie_game.php Mon, 06 Oct 2014 04:51:00 EDT Brilliant Things Nintendo Does (Nintendoes)! - by Jools Watsham http://gamasutra.com/blogs/JoolsWatsham/20141006/227071/Brilliant_Things_Nintendo_Does_Nintendoes.php Audio,Business/Marketing,Design,Programming,Production,Art,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Nintendo, and why I think many video game companies could learn vital lessons from them – vital lessons that could not only improve their business, but also improve the industry as a whole! http://gamasutra.com/blogs/JoolsWatsham/20141006/227071/Brilliant_Things_Nintendo_Does_Nintendoes.php Mon, 06 Oct 2014 04:49:00 EDT Megadeals: >$12B games acquisitions to Q3 2014 doubles all of 2013 - by Tim Merel http://gamasutra.com/blogs/TimMerel/20141006/227106/Megadeals_12B_games_acquisitions_to_Q3_2014_doubles_all_of_2013.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet Megadeals drove $12.2B games acquisitions to Q3 2014, doubling full year 2013. http://gamasutra.com/blogs/TimMerel/20141006/227106/Megadeals_12B_games_acquisitions_to_Q3_2014_doubles_all_of_2013.php Mon, 06 Oct 2014 04:27:00 EDT Game Analytics 101 Part 2: Basic Definitions - by Dmitri Williams http://gamasutra.com/blogs/DmitriWilliams/20141006/227150/Game_Analytics_101_Part_2_Basic_Definitions.php This post is part two of a five-part series on analytics in the gaming industry. http://gamasutra.com/blogs/DmitriWilliams/20141006/227150/Game_Analytics_101_Part_2_Basic_Definitions.php Mon, 06 Oct 2014 04:26:00 EDT Sketchfab – a new way to share game assets - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20141006/227145/Sketchfab__a_new_way_to_share_game_assets.php Business/Marketing,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet A look at the opportunity Sketechfab represents to promote a video game. http://gamasutra.com/blogs/ThomasBidaux/20141006/227145/Sketchfab__a_new_way_to_share_game_assets.php Mon, 06 Oct 2014 04:25:00 EDT Fixing Steam's User Rating Charts - by Lars Doucet http://gamasutra.com/blogs/LarsDoucet/20141006/227162/Fixing_Steams_User_Rating_Charts.php Business/Marketing,Design,Production,Console/PC,Indie Steam's "sort by user rating" is broken. Here's how to fix it. http://gamasutra.com/blogs/LarsDoucet/20141006/227162/Fixing_Steams_User_Rating_Charts.php Mon, 06 Oct 2014 04:15:00 EDT Game Design Deep Dive: Unlocking Chester in Shovel Knight - by David D'Angelo http://gamasutra.com/blogs/DavidDAngelo/20141003/226494/Game_Design_Deep_Dive_Unlocking_Chester_in_Shovel_Knight.php Design Digging into the design process around the weapon unlock system in Shovel Knight. http://gamasutra.com/blogs/DavidDAngelo/20141003/226494/Game_Design_Deep_Dive_Unlocking_Chester_in_Shovel_Knight.php Fri, 03 Oct 2014 08:29:00 EDT Unity Couch Game Prototype Part 2 (Hauler) - by Brent Knowles http://gamasutra.com/blogs/BrentKnowles/20141003/226960/Unity_Couch_Game_Prototype_Part_2_Hauler.php Design,Console/PC,Indie This is the second post wherein I completely scrap the original prototype and take things in a different direction. A repost from my blog. http://gamasutra.com/blogs/BrentKnowles/20141003/226960/Unity_Couch_Game_Prototype_Part_2_Hauler.php Fri, 03 Oct 2014 01:31:00 EDT Pomodoro/Timeboxing on Multiple Projects - by Adam Saltsman http://gamasutra.com/blogs/AdamSaltsman/20141003/227025/PomodoroTimeboxing_on_Multiple_Projects.php Production,Indie I accidentally besieged Laralyn McWilliams w my thoughts on pomodoro technique / timeboxing on twitter earlier today before realizing probably a blog post would be a better way to do this. So here is that blog post! http://gamasutra.com/blogs/AdamSaltsman/20141003/227025/PomodoroTimeboxing_on_Multiple_Projects.php Fri, 03 Oct 2014 01:31:00 EDT 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 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