Gamasutra.com - Expert Blogs http://gamasutra.com/blogs/expert/ Gamasutra Blogs Tue, 30 Jun 2015 12:49:38 EDT en-us scarless@think-services.com (Simon Carless) GameDevsLikeYou Interview With Paul Tozour - by Paul Tozour http://gamasutra.com/blogs/PaulTozour/20150629/247205/GameDevsLikeYou_Interview_With_Paul_Tozour.php A GameDevsLikeYou interview with Paul Tozour discussing game development in the '80s, Unreal Engine 4, scripting languages, AI, negotiation, game developer education, AR/VR, teamwork, emotional intelligence, and the origins of the @GameOutcomes Project. http://gamasutra.com/blogs/PaulTozour/20150629/247205/GameDevsLikeYou_Interview_With_Paul_Tozour.php Mon, 29 Jun 2015 01:49:00 EDT Trinity, Part 4 - Spectra - by Mike Stout http://gamasutra.com/blogs/MikeStout/20150629/247209/Trinity_Part_4__Spectra.php Continuing my series on how I design, I want to show how spectra relate within a choice field, and how one can view that data in different ways by opening little “windows,” or views into the field. http://gamasutra.com/blogs/MikeStout/20150629/247209/Trinity_Part_4__Spectra.php Mon, 29 Jun 2015 01:49:00 EDT Video (screencast): The Many Meanings of “Theme” - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20150629/247221/Video_screencast_The_Many_Meanings_of_Theme.php I don’t use the word “theme” any more, because there are so many different meanings. These meanings are not even close to the same things. If you cannot know how your reader/listener understands a word, you can’t use it (if you want to be clear). http://gamasutra.com/blogs/LewisPulsipher/20150629/247221/Video_screencast_The_Many_Meanings_of_Theme.php Mon, 29 Jun 2015 01:49:00 EDT Six Metrics for Better Game Narrative - by Alexander Freed http://gamasutra.com/blogs/AlexanderFreed/20150629/247222/Six_Metrics_for_Better_Game_Narrative.php Novelists can't get data on how long it takes someone to read a given chapter or whether anyone finishes their books. You can do much better than that. Shore up your game narrative with the magic of data! http://gamasutra.com/blogs/AlexanderFreed/20150629/247222/Six_Metrics_for_Better_Game_Narrative.php Mon, 29 Jun 2015 01:49:00 EDT Making Great VR: Six Lessons Learned From I Expect You To Die - by Jesse Schell http://gamasutra.com/blogs/JesseSchell/20150626/247113/Making_Great_VR_Six_Lessons_Learned_From_I_Expect_You_To_Die.php A collection of VR tips from Jesse Schell, a 20 year VR veteran, featuring examples and illustrations from "I Expect You To Die", an Oculus Rift project from Schell Games. http://gamasutra.com/blogs/JesseSchell/20150626/247113/Making_Great_VR_Six_Lessons_Learned_From_I_Expect_You_To_Die.php Fri, 26 Jun 2015 08:17:00 EDT Why Did the Ending of Mass Effect 3 Sink Our Opinion of the Whole Series? - by Jamie Madigan http://gamasutra.com/blogs/JamieMadigan/20150626/247175/Why_Did_the_Ending_of_Mass_Effect_3_Sink_Our_Opinion_of_the_Whole_Series.php What do the ending of the Mass Effect series and a painful medical procedure have in common? They both illustrate how memory and evaluation of experiences interact. http://gamasutra.com/blogs/JamieMadigan/20150626/247175/Why_Did_the_Ending_of_Mass_Effect_3_Sink_Our_Opinion_of_the_Whole_Series.php Fri, 26 Jun 2015 02:41:00 EDT Intelligence in turn based RPG combat - by Cassandra Khaw http://gamasutra.com/blogs/CassandraKhaw/20150626/247121/Intelligence_in_turn_based_RPG_combat.php Cross-posted YIIK dev blog about the complexities about designing the game's artificial intelligence. http://gamasutra.com/blogs/CassandraKhaw/20150626/247121/Intelligence_in_turn_based_RPG_combat.php Fri, 26 Jun 2015 01:42:00 EDT Getting/Making Game Music that Fits - Comparative Music Series - Atmospheric vs Ambient - by Harry Mack http://gamasutra.com/blogs/HarryMack/20150626/247173/GettingMaking_Game_Music_that_Fits__Comparative_Music_Series__Atmospheric_vs_Ambient.php Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. http://gamasutra.com/blogs/HarryMack/20150626/247173/GettingMaking_Game_Music_that_Fits__Comparative_Music_Series__Atmospheric_vs_Ambient.php Fri, 26 Jun 2015 01:42:00 EDT Composing Adaptive Music for Games - Advanced Concepts in Elias - by Dale Crowley http://gamasutra.com/blogs/DaleCrowley/20150625/247066/Composing_Adaptive_Music_for_Games__Advanced_Concepts_in_Elias.php Composing adaptive music for games is complex and requires advanced skill and techniques. Developers now have new technology to help with the process, and Elias was created by composers for composers. It is easy to learn, but takes time to master http://gamasutra.com/blogs/DaleCrowley/20150625/247066/Composing_Adaptive_Music_for_Games__Advanced_Concepts_in_Elias.php Thu, 25 Jun 2015 01:25:00 EDT Music Composers and Sound Designers in VR: The Headphones Problem - by Winifred Phillips http://gamasutra.com/blogs/WinifredPhillips/20150624/246949/Music_Composers_and_Sound_Designers_in_VR_The_Headphones_Problem.php Research warns of a possible problem for game developers attempting to deliver three-dimensional audio for virtual reality experiences. This article examines the "headphone problem," and how VR audio may not live up to some gamers' expectations. http://gamasutra.com/blogs/WinifredPhillips/20150624/246949/Music_Composers_and_Sound_Designers_in_VR_The_Headphones_Problem.php Wed, 24 Jun 2015 06:18:00 EDT Video: Indigenous Games: an interview with Ishmael Hope of Never Alone - by Bob Whitaker http://gamasutra.com/blogs/BobWhitaker/20150624/246947/Video_Indigenous_Games_an_interview_with_Ishmael_Hope_of_Never_Alone.php History Respawned talks with the lead writer of Never Alone, Ishmael Hope. Topics include Iñupiaq storytelling, the character of arctic weather, and the challenges of presenting indigenous culture in western media. http://gamasutra.com/blogs/BobWhitaker/20150624/246947/Video_Indigenous_Games_an_interview_with_Ishmael_Hope_of_Never_Alone.php Wed, 24 Jun 2015 06:17:00 EDT The music system 15 years in the making Part 3 - by Stephan Schutze http://gamasutra.com/blogs/StephanSchutze/20150624/246857/The_music_system_15_years_in_the_making_Part_3.php In part 3 or this 2 part series I explore what happens when things go wrong. All Projects have challenges, Defect has plenty of them. http://gamasutra.com/blogs/StephanSchutze/20150624/246857/The_music_system_15_years_in_the_making_Part_3.php Wed, 24 Jun 2015 10:28:00 EDT Guerrilla marketing at E3 without a booth – does it work!? - by Brandon Sheffield http://gamasutra.com/blogs/BrandonSheffield/20150623/246855/Guerrilla_marketing_at_E3_without_a_booth__does_it_work.php Our new game, Oh, Deer! Alpha, came out during E3. We didn't want to get snowed under, so we took the game To The People and showed it round to folks at E3, without a booth. How did we do!? http://gamasutra.com/blogs/BrandonSheffield/20150623/246855/Guerrilla_marketing_at_E3_without_a_booth__does_it_work.php Tue, 23 Jun 2015 07:33:00 EDT Zombies as a Force of Nature - by Sande Chen http://gamasutra.com/blogs/SandeChen/20150623/246813/Zombies_as_a_Force_of_Nature.php In this article, game designer Sande Chen explains why zombies are a force of nature. http://gamasutra.com/blogs/SandeChen/20150623/246813/Zombies_as_a_Force_of_Nature.php Tue, 23 Jun 2015 03:44:00 EDT 10 things you should know about … programmers - by Anne-Christine Gasc http://gamasutra.com/blogs/AnneChristineGasc/20150623/246789/10_things_you_should_know_about__programmers.php This is a series of six blog posts where different disciplines share what they wish others would know and understand. http://gamasutra.com/blogs/AnneChristineGasc/20150623/246789/10_things_you_should_know_about__programmers.php Tue, 23 Jun 2015 11:25:00 EDT A modern asset pipeline: How much time is spent optimizing? - by Samuel Rantaeskola http://gamasutra.com/blogs/SamuelRantaeskola/20150623/246784/A_modern_asset_pipeline_How_much_time_is_spent_optimizing.php The modern asset pipeline continued. In this post we look into how much time is spent on optimizing content. http://gamasutra.com/blogs/SamuelRantaeskola/20150623/246784/A_modern_asset_pipeline_How_much_time_is_spent_optimizing.php Tue, 23 Jun 2015 11:24:00 EDT 5 Things Learned Doing E3 As An Indie Company - by Alex Nichiporchik http://gamasutra.com/blogs/AlexNichiporchik/20150623/246744/5_Things_Learned_Doing_E3_As_An_Indie_Company.php Aside from accidentally stumbling into a Korean brothel, we learned some valuable things about E3 last week http://gamasutra.com/blogs/AlexNichiporchik/20150623/246744/5_Things_Learned_Doing_E3_As_An_Indie_Company.php Tue, 23 Jun 2015 11:03:00 EDT E3 2015 Media Coverage Analysis - aka "Who won the E3 Media Battle?" - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20150623/246790/E3_2015_Media_Coverage_Analysis__aka_quotWho_won_the_E3_Media_Battlequot.php A year ago, I did a pretty extensive analysis of the media coverage around E3. Well, I have done it again, and it now benefits from the added experience of data tracking for the past 12 months. http://gamasutra.com/blogs/ThomasBidaux/20150623/246790/E3_2015_Media_Coverage_Analysis__aka_quotWho_won_the_E3_Media_Battlequot.php Tue, 23 Jun 2015 10:30:00 EDT Indie Artist Struggles With Branding So You Don't Have To - by Blake Reynolds http://gamasutra.com/blogs/BlakeReynolds/20150622/246674/Indie_Artist_Struggles_With_Branding_So_You_Dont_Have_To.php When a single indie artist is responsible for every aspect of a game's visuals, major areas can be overlooked. For this small team, one such area has been branding. If you're in a similar boat, this article may save indies precious time they don't have. http://gamasutra.com/blogs/BlakeReynolds/20150622/246674/Indie_Artist_Struggles_With_Branding_So_You_Dont_Have_To.php Mon, 22 Jun 2015 06:35:00 EDT Trinity, Part 3: Game Mechanics - by Mike Stout http://gamasutra.com/blogs/MikeStout/20150622/246683/Trinity_Part_3_Game_Mechanics.php In this article, I elaborate more on what I mean by "Game Mechanic" -- a term I used quite loosely in article #2. http://gamasutra.com/blogs/MikeStout/20150622/246683/Trinity_Part_3_Game_Mechanics.php Mon, 22 Jun 2015 06:35:00 EDT Unleashing the power of small teams - by Andreas Papathanasis http://gamasutra.com/blogs/AndreasPapathanasis/20150622/246707/Unleashing_the_power_of_small_teams.php When they set themselves up appropriately, small game teams can move with flexibility and speed that's impossible for large teams. http://gamasutra.com/blogs/AndreasPapathanasis/20150622/246707/Unleashing_the_power_of_small_teams.php Mon, 22 Jun 2015 06:35:00 EDT Lessons learned from designing enemies for kids - by Asher Einhorn http://gamasutra.com/blogs/AsherEinhorn/20150622/246720/Lessons_learned_from_designing_enemies_for_kids.php How do you increase the challenge of enemies without requiring players to get better at your game? These lessons learned from designing for kids shed light on some interesting avenues for combat design in more mature games. http://gamasutra.com/blogs/AsherEinhorn/20150622/246720/Lessons_learned_from_designing_enemies_for_kids.php Mon, 22 Jun 2015 06:35:00 EDT And the sun sets… - by Michael Samyn http://gamasutra.com/blogs/MichaelSamyn/20150622/246684/And_the_sun_sets.php How the commercial failure of Sunset allows us to walk away from games and explore other creative outlets without regret. http://gamasutra.com/blogs/MichaelSamyn/20150622/246684/And_the_sun_sets.php Mon, 22 Jun 2015 12:53:00 EDT The politics of beauty - by Michael Samyn http://gamasutra.com/blogs/MichaelSamyn/20150619/246593/The_politics_of_beauty.php About the theme of art in our game Sunset. About modernism and postmodernism. About the importance of art in our lives. http://gamasutra.com/blogs/MichaelSamyn/20150619/246593/The_politics_of_beauty.php Fri, 19 Jun 2015 06:01:00 EDT Characteristics of a few mobile game maps -Part I - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20150619/246620/Characteristics_of_a_few_mobile_game_maps_Part_I.php In this series of posts, I would evaluate the characteristics of maps of a few popular games: Bubble Witch Saga 2, Jelly Splash, etc, from the point view of an art producer. This is part 1. http://gamasutra.com/blogs/JunxueLi/20150619/246620/Characteristics_of_a_few_mobile_game_maps_Part_I.php Fri, 19 Jun 2015 06:01:00 EDT Sports Games and the Creative Delusion - by Anthony Kyne http://gamasutra.com/blogs/AnthonyKyne/20150619/246639/Sports_Games_and_the_Creative_Delusion.php A post about sports games developers being overlooked when studios are looking for new employees http://gamasutra.com/blogs/AnthonyKyne/20150619/246639/Sports_Games_and_the_Creative_Delusion.php Fri, 19 Jun 2015 06:01:00 EDT E3 2015: The Great Console Circus Rides Again - by Simon Carless http://gamasutra.com/blogs/SimonCarless/20150618/246578/E3_2015_The_Great_Console_Circus_Rides_Again.php This year's E3 in Los Angeles was an interesting one, having reinforced its focus on the core console gamer - and I take a look at what I learned from my time at the show. http://gamasutra.com/blogs/SimonCarless/20150618/246578/E3_2015_The_Great_Console_Circus_Rides_Again.php Thu, 18 Jun 2015 07:57:00 EDT Different player types for coop games - by Asher Einhorn http://gamasutra.com/blogs/AsherEinhorn/20150618/246571/Different_player_types_for_coop_games.php True coop game design is not about forcing people to play toegther, but designing the game systems so that different player types naturally end up working towards the same goal. http://gamasutra.com/blogs/AsherEinhorn/20150618/246571/Different_player_types_for_coop_games.php Thu, 18 Jun 2015 07:43:00 EDT 10 things you should know about ... producers - by Anne-Christine Gasc http://gamasutra.com/blogs/AnneChristineGasc/20150616/246336/10_things_you_should_know_about__producers.php This is a series of six blog posts where different disciplines share what they wish others would know and understand. http://gamasutra.com/blogs/AnneChristineGasc/20150616/246336/10_things_you_should_know_about__producers.php Tue, 16 Jun 2015 02:56:00 EDT Deep Linking and Mobile Games - by Jovan Johnson http://gamasutra.com/blogs/JovanJohnson/20150615/246060/Deep_Linking_and_Mobile_Games.php Are you considering adding deep links to your mobile game? You may want to read this first. http://gamasutra.com/blogs/JovanJohnson/20150615/246060/Deep_Linking_and_Mobile_Games.php Mon, 15 Jun 2015 05:44:00 EDT Trinity, Part 2 - Choice Fields - by Mike Stout http://gamasutra.com/blogs/MikeStout/20150615/246102/Trinity_Part_2__Choice_Fields.php In this installment in the series, Mike goes over a concept he introduced in the previous article called "Choice Fields" -- a method for wrapping one's brain around designing emergent gameplay. http://gamasutra.com/blogs/MikeStout/20150615/246102/Trinity_Part_2__Choice_Fields.php Mon, 15 Jun 2015 05:44:00 EDT A modern asset pipeline: 7 reasons to optimize content - by Samuel Rantaeskola http://gamasutra.com/blogs/SamuelRantaeskola/20150615/246112/A_modern_asset_pipeline_7_reasons_to_optimize_content.php This is the second article in a series about a modern asset pipeline. http://gamasutra.com/blogs/SamuelRantaeskola/20150615/246112/A_modern_asset_pipeline_7_reasons_to_optimize_content.php Mon, 15 Jun 2015 05:44:00 EDT On a Lack of Originality in Science-Fiction and Fantasy Game Settings - by Alexander Freed http://gamasutra.com/blogs/AlexanderFreed/20150615/246115/On_a_Lack_of_Originality_in_ScienceFiction_and_Fantasy_Game_Settings.php Why do games keep returning to the same tired Tolkien-derivative fantasies and space marine stories? It's not simply a lack of creativity--there are unique challenges to exploring new ideas in interactive narrative, which we'll discuss ways to overcome. http://gamasutra.com/blogs/AlexanderFreed/20150615/246115/On_a_Lack_of_Originality_in_ScienceFiction_and_Fantasy_Game_Settings.php Mon, 15 Jun 2015 05:44:00 EDT Infinite machinations - by Michael Samyn http://gamasutra.com/blogs/MichaelSamyn/20150612/245971/Infinite_machinations.php Visual programming of our recently released first person exploration game Sunset in PlayMaker, with screenshots of the prettiest graphs in the game. http://gamasutra.com/blogs/MichaelSamyn/20150612/245971/Infinite_machinations.php Fri, 12 Jun 2015 03:03:00 EDT Understanding the third step of mechanic progression - by Asher Einhorn http://gamasutra.com/blogs/AsherEinhorn/20150612/246049/Understanding_the_third_step_of_mechanic_progression.php Designers often talk about a gameplay 'twist'. But what does this really mean? How can we actually use one and how do we go about finding them in our games? http://gamasutra.com/blogs/AsherEinhorn/20150612/246049/Understanding_the_third_step_of_mechanic_progression.php Fri, 12 Jun 2015 03:03:00 EDT Customers - by Robert Fearon http://gamasutra.com/blogs/RobertFearon/20150611/245755/Customers.php On our ability and reliance to sell videogames to folks who maybe don't want them and whether it might be an idea to start considering alternatives. http://gamasutra.com/blogs/RobertFearon/20150611/245755/Customers.php Thu, 11 Jun 2015 01:08:00 EDT Six Strategies for Protecting Your Mobile Games Against Hackers, Crackers & Copycatters - by Mary Min http://gamasutra.com/blogs/MaryMin/20150610/245625/Six_Strategies_for_Protecting_Your_Mobile_Games_Against_Hackers_Crackers__Copycatters.php Security strategies to protect your mobile game, based on best practices from over two decades of game development, adapted for the mobile environment. Caveat: Security strategies, while not bulletproof, are reliable only when implemented BEFORE launch. http://gamasutra.com/blogs/MaryMin/20150610/245625/Six_Strategies_for_Protecting_Your_Mobile_Games_Against_Hackers_Crackers__Copycatters.php Wed, 10 Jun 2015 03:15:00 EDT Reward Me, Demotivate Me - by Sande Chen http://gamasutra.com/blogs/SandeChen/20150610/245669/Reward_Me_Demotivate_Me.php In this article, game designer Sande Chen reflects on the nature of intrinsic and extrinsic motivation, and how it relates to games. http://gamasutra.com/blogs/SandeChen/20150610/245669/Reward_Me_Demotivate_Me.php Wed, 10 Jun 2015 02:22:00 EDT Assassin's Creed Flow - by Alexandre Mandryka http://gamasutra.com/blogs/AlexandreMandryka/20150609/245499/Assassins_Creed_Flow.php An analysis on the psychological principles that make Assassin's Creed reach high point system the main motivation loop, and a retelling of its design with the original team. http://gamasutra.com/blogs/AlexandreMandryka/20150609/245499/Assassins_Creed_Flow.php Tue, 09 Jun 2015 01:20:00 EDT 10 things you should know about ... leads and managers - by Anne-Christine Gasc http://gamasutra.com/blogs/AnneChristineGasc/20150609/245516/10_things_you_should_know_about__leads_and_managers.php 10 things you should know about ...’ is a series prepared with game developers to share what we feel and hide from each other as we collaborate on a game. http://gamasutra.com/blogs/AnneChristineGasc/20150609/245516/10_things_you_should_know_about__leads_and_managers.php Tue, 09 Jun 2015 01:20:00 EDT Design Lessons From The Witcher 3 - by Jamie Smith http://gamasutra.com/blogs/JamieSmith/20150609/245527/Design_Lessons_From_The_Witcher_3.php A look at some design decisions, both trivial and fundamental, made in The Witcher 3: Wild Hunt. http://gamasutra.com/blogs/JamieSmith/20150609/245527/Design_Lessons_From_The_Witcher_3.php Tue, 09 Jun 2015 01:20:00 EDT Tightening the World-Plot Interface: or, Why I Am Obsessed With Conversation Models - by Emily Short http://gamasutra.com/blogs/EmilyShort/20150609/245530/Tightening_the_WorldPlot_Interface_or_Why_I_Am_Obsessed_With_Conversation_Models.php Argues in favor of conversational mechanics that offer the player both affect and diegetic agency, and provides some suggestions about design based on Aristotelian rhetorical categories, as well as experience from Versu and other projects. http://gamasutra.com/blogs/EmilyShort/20150609/245530/Tightening_the_WorldPlot_Interface_or_Why_I_Am_Obsessed_With_Conversation_Models.php Tue, 09 Jun 2015 01:20:00 EDT A modern asset pipeline: Introduction - by Samuel Rantaeskola http://gamasutra.com/blogs/SamuelRantaeskola/20150609/245538/A_modern_asset_pipeline_Introduction.php This is the first post in a sequence of posts about what to think about when setting up a modern asset pipeline and how to go about doing it. http://gamasutra.com/blogs/SamuelRantaeskola/20150609/245538/A_modern_asset_pipeline_Introduction.php Tue, 09 Jun 2015 01:20:00 EDT Why We Hate (Some) Motion Controls - by Jamie Madigan http://gamasutra.com/blogs/JamieMadigan/20150609/245542/Why_We_Hate_Some_Motion_Controls.php Some recent research suggests how to predict whether motion controls and other weird peripherals will lead to frustration or enjoyment. http://gamasutra.com/blogs/JamieMadigan/20150609/245542/Why_We_Hate_Some_Motion_Controls.php Tue, 09 Jun 2015 01:20:00 EDT How Everybody's Gone to the Rapture is a response to the state of story and game writing over the last few years. - by Dan Pinchbeck http://gamasutra.com/blogs/DanPinchbeck/20150608/245370/How_Everybodys_Gone_to_the_Rapture_is_a_response_to_the_state_of_story_and_game_writing_over_the_last_few_years.php Everybody's Gone to the Rapture takes the story-driven genre (Dear Esther, Gone Home etc) into an openworld design space. In this blog I talk about game writing and world building that inspired some of the core design decisions behind creating the story. http://gamasutra.com/blogs/DanPinchbeck/20150608/245370/How_Everybodys_Gone_to_the_Rapture_is_a_response_to_the_state_of_story_and_game_writing_over_the_last_few_years.php Mon, 08 Jun 2015 06:06:00 EDT Crossover Strategies: A Board-Gamers Experience Playing a Mixed-Reality GPS Game - by Chris Solarski http://gamasutra.com/blogs/ChrisSolarski/20150608/245373/Crossover_Strategies_A_BoardGamers_Experience_Playing_a_MixedReality_GPS_Game.php Chris Solarski interviews Markus Liechti—the winner of 'Gross. Stadt. Jagd.'—about his competition-level experience with board games and how it influenced his approach to playing the mixed-reality GPS game designed for Mercedes-Benz. http://gamasutra.com/blogs/ChrisSolarski/20150608/245373/Crossover_Strategies_A_BoardGamers_Experience_Playing_a_MixedReality_GPS_Game.php Mon, 08 Jun 2015 06:05:00 EDT Kickstarter, lemon markets, and bailouts - by Mark Newheiser http://gamasutra.com/blogs/MarkNewheiser/20150608/245375/Kickstarter_lemon_markets_and_bailouts.php As creators fail to meet their promises, Kickstarter is in danger of becoming a lemon market for games. http://gamasutra.com/blogs/MarkNewheiser/20150608/245375/Kickstarter_lemon_markets_and_bailouts.php Mon, 08 Jun 2015 06:05:00 EDT Steam Refunds: The Advantages to Developers - by Chris Simpson http://gamasutra.com/blogs/ChrisSimpson/20150608/245385/Steam_Refunds_The_Advantages_to_Developers.php As the dev negativity about Steam offering refunds continues, with lots of developers worried or angry about the effect this could have, I thought I'd put forward a few of the many advantages to devs of the refund system. http://gamasutra.com/blogs/ChrisSimpson/20150608/245385/Steam_Refunds_The_Advantages_to_Developers.php Mon, 08 Jun 2015 06:05:00 EDT Steam Refund Experience: Majority Outside of 2-Week Window - by Kevin Geisler http://gamasutra.com/blogs/KevinGeisler/20150608/245463/Steam_Refund_Experience_Majority_Outside_of_2Week_Window.php Current data doesn't necessarily tell an accurate picture regarding the effect of refunds on indie games. Our situation shows that a majority of them are from sales up to 6 months ago, rather than within the advertised 2-week limit. http://gamasutra.com/blogs/KevinGeisler/20150608/245463/Steam_Refund_Experience_Majority_Outside_of_2Week_Window.php Mon, 08 Jun 2015 06:05:00 EDT Tracking dependency for safer scoping - by Asher Einhorn http://gamasutra.com/blogs/AsherEinhorn/20150608/245358/Tracking_dependency_for_safer_scoping.php Scoping is one of the most troublesome aspects of game design, especially when deadlines loom. This simple trick can help us make sure we're not accidentally cutting something critical! http://gamasutra.com/blogs/AsherEinhorn/20150608/245358/Tracking_dependency_for_safer_scoping.php Mon, 08 Jun 2015 06:02:00 EDT Hearthstone: A Game Changer for Mobile F2P? - by Ed Biden http://gamasutra.com/blogs/EdBiden/20150608/245378/Hearthstone_A_Game_Changer_for_Mobile_F2P.php Hearthstone breaks many of the conventions of mobile F2P: no energy, only permanent sales, highly skiled based and mainly synchronous PvP. What can developers learn from Hearthstone and when should they consider it a special case. http://gamasutra.com/blogs/EdBiden/20150608/245378/Hearthstone_A_Game_Changer_for_Mobile_F2P.php Mon, 08 Jun 2015 06:02:00 EDT 1Q15 Digital Revenue Report: Pure Digital Publishers - by Matt Matthews http://gamasutra.com/blogs/MattMatthews/20150605/245268/1Q15_Digital_Revenue_Report_Pure_Digital_Publishers.php In this second part of the 1Q15 update on digital revenue, I present the picture for the purely digital publishers. I also give the latest update on GameStop's digital figures. http://gamasutra.com/blogs/MattMatthews/20150605/245268/1Q15_Digital_Revenue_Report_Pure_Digital_Publishers.php Fri, 05 Jun 2015 01:14:00 EDT Trinity: A Game Design Methodology (Part 1) - by Mike Stout http://gamasutra.com/blogs/MikeStout/20150605/245284/Trinity_A_Game_Design_Methodology_Part_1.php The first article in a series. I begin a framework so I can discuss a design methodology based on the idea that game design is a conversation between designers (who ask questions and provides tools) and players (who answer questions with the tools). http://gamasutra.com/blogs/MikeStout/20150605/245284/Trinity_A_Game_Design_Methodology_Part_1.php Fri, 05 Jun 2015 01:14:00 EDT Refunds - by Robert Fearon http://gamasutra.com/blogs/RobertFearon/20150604/245218/Refunds.php Discussing the importance of Valve's new refund policy and how there's still much more work to be done with our digital stores. http://gamasutra.com/blogs/RobertFearon/20150604/245218/Refunds.php Thu, 04 Jun 2015 02:11:00 EDT 7 Things you Need to Know About Apple App Analytics - by Tom Leclerc http://gamasutra.com/blogs/TomLeclerc/20150604/245125/7_Things_you_Need_to_Know_About_Apple_App_Analytics.php With the release of Apple's new App Analytics module within iTunes connect, I thought it sensible to cover a few of the more confusing basics of the tool from an ASO point of view. Enjoy! http://gamasutra.com/blogs/TomLeclerc/20150604/245125/7_Things_you_Need_to_Know_About_Apple_App_Analytics.php Thu, 04 Jun 2015 01:25:00 EDT 1Q15 Digital Revenue Report: Traditional Publishers - by Matt Matthews http://gamasutra.com/blogs/MattMatthews/20150604/244763/1Q15_Digital_Revenue_Report_Traditional_Publishers.php In this post, I publish my initial results for a study of publicly available data on digital publishing in the video game industry. http://gamasutra.com/blogs/MattMatthews/20150604/244763/1Q15_Digital_Revenue_Report_Traditional_Publishers.php Thu, 04 Jun 2015 10:12:00 EDT Haxe/OpenFL for home game consoles - by Lars Doucet http://gamasutra.com/blogs/LarsDoucet/20150603/245099/HaxeOpenFL_for_home_game_consoles.php Getting the open-source Haxe/OpenFL stack running on consoles! Originally presented at WWX 2015 (World Wide Haxe Conference) in Paris, France. http://gamasutra.com/blogs/LarsDoucet/20150603/245099/HaxeOpenFL_for_home_game_consoles.php Wed, 03 Jun 2015 03:47:00 EDT We're Not Pegs - by Laralyn McWillams http://gamasutra.com/blogs/LaralynMcWillams/20150603/244944/Were_Not_Pegs.php I’ve been a game developer for half my life. I realized recently that more than years have changed me: I became aware of how much I’ve changed because I’m a game developer. I became aware of just how narrowly we define what a game developer “should be." http://gamasutra.com/blogs/LaralynMcWillams/20150603/244944/Were_Not_Pegs.php Wed, 03 Jun 2015 02:15:00 EDT Specialised, not Better: Keeping multiplayer customisation fair - by Asher Einhorn http://gamasutra.com/blogs/AsherEinhorn/20150603/244948/Specialised_not_Better_Keeping_multiplayer_customisation_fair.php Many games are designed purely around skill, putting all payers on equal footing from the offset, while others provide a myriad of possibilities for upgrades and customisation. But how can these two elements exist together? http://gamasutra.com/blogs/AsherEinhorn/20150603/244948/Specialised_not_Better_Keeping_multiplayer_customisation_fair.php Wed, 03 Jun 2015 02:15:00 EDT Writing for Horror Video Games Panel in NYC - by Sande Chen http://gamasutra.com/blogs/SandeChen/20150603/244952/Writing_for_Horror_Video_Games_Panel_in_NYC.php Upcoming event in NYC on what makes horror games so compelling in the interactive realm. http://gamasutra.com/blogs/SandeChen/20150603/244952/Writing_for_Horror_Video_Games_Panel_in_NYC.php Wed, 03 Jun 2015 02:15:00 EDT