Gamasutra.com - Expert Blogs http://gamasutra.com/blogs/expert/ Gamasutra Blogs Sat, 29 Aug 2015 03:21:58 EDT en-us scarless@think-services.com (Simon Carless) A Recap of ChinaJoy 2015 - by Lisa Hanson http://gamasutra.com/blogs/LisaHanson/20150828/252461/A_Recap_of_ChinaJoy_2015.php Now in its 13th year, ChinaJoy is one of the world’s biggest tradeshows. Niko Partners sent two analysts to China Joy this year; here is a summary of their observations of the show. http://gamasutra.com/blogs/LisaHanson/20150828/252461/A_Recap_of_ChinaJoy_2015.php Fri, 28 Aug 2015 01:59:00 EDT Hobby Horse Armour - by Paul Kilduff-Taylor http://gamasutra.com/blogs/PaulKilduffTaylor/20150828/252424/Hobby_Horse_Armour.php I discuss the idea of games as a hobby, partially as a response to Keith Stuart's recent Eurogamer article on the subject. http://gamasutra.com/blogs/PaulKilduffTaylor/20150828/252424/Hobby_Horse_Armour.php Fri, 28 Aug 2015 01:18:00 EDT Getting/Making Game Music that Fits - Comparative Music Series - Small vs Big - by Harry Mack http://gamasutra.com/blogs/HarryMack/20150827/252315/GettingMaking_Game_Music_that_Fits__Comparative_Music_Series__Small_vs_Big.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. This entry focuses on composing techniques for small vs big games. http://gamasutra.com/blogs/HarryMack/20150827/252315/GettingMaking_Game_Music_that_Fits__Comparative_Music_Series__Small_vs_Big.php Thu, 27 Aug 2015 01:00:00 EDT Video: UX without UI — Creating User Experiences in Action Games - by Thomas Grove http://gamasutra.com/blogs/ThomasGrove/20150827/252321/Video_UX_without_UI__Creating_User_Experiences_in_Action_Games.php In this video presentation, dxSaigon founder Thomas Grové speaks about how game designers create user experiences in action games. The talk focuses on the importance of making controls ergonomic, responsive, and intuitive. http://gamasutra.com/blogs/ThomasGrove/20150827/252321/Video_UX_without_UI__Creating_User_Experiences_in_Action_Games.php Thu, 27 Aug 2015 01:00:00 EDT The World's Greatest: Why Activision Needs to Acquire Glu and Ember Entertainment - by Joseph Kim http://gamasutra.com/blogs/JosephKim/20150827/252342/The_Worlds_Greatest_Why_Activision_Needs_to_Acquire_Glu_and_Ember_Entertainment.php Huge pent-up demand exists for Blizzard IP based mobile games. Activision Blizzard should acquire Glu Mobile and Ember Entertainment to create a world dominating mobile games powerhouse... to be the world's greatest. Read how and why! http://gamasutra.com/blogs/JosephKim/20150827/252342/The_Worlds_Greatest_Why_Activision_Needs_to_Acquire_Glu_and_Ember_Entertainment.php Thu, 27 Aug 2015 01:00:00 EDT Video: Medieval History, Dragon Age, and The Witcher - by Bob Whitaker http://gamasutra.com/blogs/BobWhitaker/20150826/252284/Video_Medieval_History_Dragon_Age_and_The_Witcher.php Historians Bob Whitaker and Matthew Gabriele discuss the medieval inspired worlds of Dragon Age Inquisition and The Witcher 3. Topics include violence, race, religion, and dragons. http://gamasutra.com/blogs/BobWhitaker/20150826/252284/Video_Medieval_History_Dragon_Age_and_The_Witcher.php Wed, 26 Aug 2015 01:09:00 EDT Top 6 Ways App Developers Use Cohort Analysis - by Peter Dille http://gamasutra.com/blogs/PeterDille/20150826/252226/Top_6_Ways_App_Developers_Use_Cohort_Analysis.php Cohort analysis lets mobile app developers analyze user behaviors to improve their app’s engagement, retention and monetization metrics. Here are some of the more basic yet powerful ways of using it to understand and take action based on in-app activity. http://gamasutra.com/blogs/PeterDille/20150826/252226/Top_6_Ways_App_Developers_Use_Cohort_Analysis.php Wed, 26 Aug 2015 01:07:00 EDT When the Pay to Win Button Backfires - by Jamie Madigan http://gamasutra.com/blogs/JamieMadigan/20150825/252071/When_the_Pay_to_Win_Button_Backfires.php How do players react and what social comparisons do they make when others pay real money for in-game advantages? http://gamasutra.com/blogs/JamieMadigan/20150825/252071/When_the_Pay_to_Win_Button_Backfires.php Tue, 25 Aug 2015 01:22:00 EDT gamescom 2015 - media coverage analysis - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20150825/252064/gamescom_2015__media_coverage_analysis.php The dust has settled and it is time to have an in-depth look at the media coverage that gamescom received this year. http://gamasutra.com/blogs/ThomasBidaux/20150825/252064/gamescom_2015__media_coverage_analysis.php Tue, 25 Aug 2015 09:45:00 EDT Hooray for Hollywood - by Warren Spector http://gamasutra.com/blogs/WarrenSpector/20150824/251974/Hooray_for_Hollywood.php Reflections on Junction Point's original mission. First, episodics. Second, collaboration with Hollywood. And some thoughts about one way (among many) games and movies differ. http://gamasutra.com/blogs/WarrenSpector/20150824/251974/Hooray_for_Hollywood.php Mon, 24 Aug 2015 02:51:00 EDT The Lament of Aristophanes the Engineer - by Greg Costikyan http://gamasutra.com/blogs/GregCostikyan/20150824/252001/The_Lament_of_Aristophanes_the_Engineer.php My code's checked in on intertubes,/ The frogs are croaking in their cubes,/ The AP wants it yesterday,/ The milestone seems so far away./ Brekekex Q/A http://gamasutra.com/blogs/GregCostikyan/20150824/252001/The_Lament_of_Aristophanes_the_Engineer.php Mon, 24 Aug 2015 02:51:00 EDT Roadmap for game art outsourcers - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20150824/252025/Roadmap_for_game_art_outsourcers.php This article sums up what type of game developers would incline to outsource art works. This could be a road map for art service providers: from whom you would look for orders. http://gamasutra.com/blogs/JunxueLi/20150824/252025/Roadmap_for_game_art_outsourcers.php Mon, 24 Aug 2015 02:51:00 EDT The Art of War: Gears of War - Knock Knock - by Zi Peters http://gamasutra.com/blogs/ZiPeters/20150821/251625/The_Art_of_War_Gears_of_War__Knock_Knock.php A combat analysis of one of the standout levels in Gears of War, looking at how successful design principles are used to create an entertaining combat experience. http://gamasutra.com/blogs/ZiPeters/20150821/251625/The_Art_of_War_Gears_of_War__Knock_Knock.php Fri, 21 Aug 2015 01:47:00 EDT I'm Offended. Is It You, Me, or the Character? - by Sande Chen http://gamasutra.com/blogs/SandeChen/20150821/251900/Im_Offended_Is_It_You_Me_or_the_Character.php In this article, game designer Sande Chen distinguishes between offensive characters and offensive material, and explains why it's important to keep track of authorial tone. http://gamasutra.com/blogs/SandeChen/20150821/251900/Im_Offended_Is_It_You_Me_or_the_Character.php Fri, 21 Aug 2015 01:47:00 EDT Showcasing your game on the Twitch stage without looking like an idiot - by Alex Nichiporchik http://gamasutra.com/blogs/AlexNichiporchik/20150821/251935/Showcasing_your_game_on_the_Twitch_stage_without_looking_like_an_idiot.php Your game's been selected to showcase at a big livestream at a show. Congratulations! This is your moment of glory. Now what? http://gamasutra.com/blogs/AlexNichiporchik/20150821/251935/Showcasing_your_game_on_the_Twitch_stage_without_looking_like_an_idiot.php Fri, 21 Aug 2015 01:47:00 EDT The Soundtrack of Deep Space - by Matt Hammill http://gamasutra.com/blogs/MattHammill/20150821/251944/The_Soundtrack_of_Deep_Space.php Composer Ryan Henwood talks about making music outside his comfort zone for Lovers in a Dangerous Spacetime. http://gamasutra.com/blogs/MattHammill/20150821/251944/The_Soundtrack_of_Deep_Space.php Fri, 21 Aug 2015 01:47:00 EDT Eight tactics for engaging with players on social media - by Greg Street http://gamasutra.com/blogs/GregStreet/20150821/251887/Eight_tactics_for_engaging_with_players_on_social_media.php Talking directly to players can reap huge benefits but the risks often prevent developers from wading out into the fray. Here are 8 tactics that have worked for me to help earn player respect and keep the conversation productive. http://gamasutra.com/blogs/GregStreet/20150821/251887/Eight_tactics_for_engaging_with_players_on_social_media.php Fri, 21 Aug 2015 01:41:00 EDT Compassion - by Robert Fearon http://gamasutra.com/blogs/RobertFearon/20150820/251746/Compassion.php On the need for more compassion and empathy when things don't necessarily go great for people making games. http://gamasutra.com/blogs/RobertFearon/20150820/251746/Compassion.php Thu, 20 Aug 2015 12:57:00 EDT Global Home Court Advantage: Yes, eSports is a global phenomenon, and no, it’s not going away - by Ian Sharpe http://gamasutra.com/blogs/IanSharpe/20150820/251754/Global_Home_Court_Advantage_Yes_eSports_is_a_global_phenomenon_and_no_its_not_going_away.php Ian Sharpe, CEO of Azubu, will discuss factors that have ignited the passion for eSports beyond major tournaments and occasional ESPN coverage, and where eSports has the greatest opportunities to grow in the near future. http://gamasutra.com/blogs/IanSharpe/20150820/251754/Global_Home_Court_Advantage_Yes_eSports_is_a_global_phenomenon_and_no_its_not_going_away.php Thu, 20 Aug 2015 12:52:00 EDT "Sound is Magic" - Insights for the Game Music Composer - by Winifred Phillips http://gamasutra.com/blogs/WinifredPhillips/20150818/251605/quotSound_is_Magicquot__Insights_for_the_Game_Music_Composer.php At the BBC's "Sound: Now and Next" conference, Nick Ryan describes an interactive audio ghost story, explores how sounds stimulate the brain's motor cortex, describes an interactive music system for a car, and shows how human neurons can create music. http://gamasutra.com/blogs/WinifredPhillips/20150818/251605/quotSound_is_Magicquot__Insights_for_the_Game_Music_Composer.php Tue, 18 Aug 2015 01:28:00 EDT The 5 Biggest Mistakes Made by Indie Development Studios - by Aidan Minter http://gamasutra.com/blogs/AidanMinter/20150818/251514/The_5_Biggest_Mistakes_Made_by_Indie_Development_Studios.php 5 critical areas where Indie video game development teams and startups can sharpen their skills prior to releasing their dream project.Avoid the mistakes still being made and stand out from the crowd. http://gamasutra.com/blogs/AidanMinter/20150818/251514/The_5_Biggest_Mistakes_Made_by_Indie_Development_Studios.php Tue, 18 Aug 2015 01:13:00 EDT Mini Postmortem On A Steam Early Access Launch - by Jamie Fristrom http://gamasutra.com/blogs/JamieFristrom/20150817/251439/Mini_Postmortem_On_A_Steam_Early_Access_Launch.php I miss doing that what-went-right / what-went-wrong format! I'm doing it again, to discuss the launch of Energy Hook on Steam Early Access. http://gamasutra.com/blogs/JamieFristrom/20150817/251439/Mini_Postmortem_On_A_Steam_Early_Access_Launch.php Mon, 17 Aug 2015 02:01:00 EDT Stretch Goals – Best Practices for video games crowdfunding [Part 1] - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20150817/251510/Stretch_Goals__Best_Practices_for_video_games_crowdfunding_Part_1.php Recommendations on how to plan and communicate on your stretch goals for your crowdfunding campaign. http://gamasutra.com/blogs/ThomasBidaux/20150817/251510/Stretch_Goals__Best_Practices_for_video_games_crowdfunding_Part_1.php Mon, 17 Aug 2015 02:01:00 EDT Can crunch ever be fixed in the games industry? - by Andreas Papathanasis http://gamasutra.com/blogs/AndreasPapathanasis/20150817/251511/Can_crunch_ever_be_fixed_in_the_games_industry.php If we are to make any progress against crunch, we must first address the widely held notion that it's a regular, unavoidable part of game development. http://gamasutra.com/blogs/AndreasPapathanasis/20150817/251511/Can_crunch_ever_be_fixed_in_the_games_industry.php Mon, 17 Aug 2015 02:01:00 EDT Telepath Tactics: brass tacks and sales stats - by Craig Stern http://gamasutra.com/blogs/CraigStern/20150817/251518/Telepath_Tactics_brass_tacks_and_sales_stats.php A detailed breakdown of everything it took to get this indie strategy RPG made; what sort of sales targets it needed to hit for me to make my goals as a developer; and what its sales actually turned out to be. http://gamasutra.com/blogs/CraigStern/20150817/251518/Telepath_Tactics_brass_tacks_and_sales_stats.php Mon, 17 Aug 2015 02:01:00 EDT Video (screencast): Good once, good three times, or always good – what game do you want to make? - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20150817/251492/Video_screencast_Good_once_good_three_times_or_always_good__what_game_do_you_want_to_make.php Author Robert Heinlein says this about the nature of jokes: "Funny once, funny twice, or always funny." Games follow this pattern. E.g. I know people who have played my Britannia 500+ times. Which kind of game do you want to make? http://gamasutra.com/blogs/LewisPulsipher/20150817/251492/Video_screencast_Good_once_good_three_times_or_always_good__what_game_do_you_want_to_make.php Mon, 17 Aug 2015 01:53:00 EDT “The Itch to Make and Nothing to Say” Creative Significance and Games - by Paul Kilduff-Taylor http://gamasutra.com/blogs/PaulKilduffTaylor/20150814/251362/The_Itch_to_Make_and_Nothing_to_Say_Creative_Significance_and_Games.php I discuss the idea of creativity in game development and look at some of the challenges it faces. http://gamasutra.com/blogs/PaulKilduffTaylor/20150814/251362/The_Itch_to_Make_and_Nothing_to_Say_Creative_Significance_and_Games.php Fri, 14 Aug 2015 03:00:00 EDT Lost in Game Space - by Sande Chen http://gamasutra.com/blogs/SandeChen/20150814/251326/Lost_in_Game_Space.php In this article, game designer Sande Chen describes certain game deficiencies that lead to player frustration and how better storytelling may provide the solution for one of the problems. http://gamasutra.com/blogs/SandeChen/20150814/251326/Lost_in_Game_Space.php Fri, 14 Aug 2015 01:58:00 EDT Letting players set their own difficulty - by Asher Einhorn http://gamasutra.com/blogs/AsherEinhorn/20150814/251350/Letting_players_set_their_own_difficulty.php Allowing players to set their own difficulty gives many benefits, and takes many forms. http://gamasutra.com/blogs/AsherEinhorn/20150814/251350/Letting_players_set_their_own_difficulty.php Fri, 14 Aug 2015 01:58:00 EDT Process *and* Goal - by Taekwan Kim http://gamasutra.com/blogs/TaekwanKim/20150813/251093/Process_and_Goal.php Games aren't necessarily more compulsive than any other activity of human consumption--the difficulty is sorting out what motivates players in the first place http://gamasutra.com/blogs/TaekwanKim/20150813/251093/Process_and_Goal.php Thu, 13 Aug 2015 03:22:00 EDT The (mis)representation of women in games - by Asher Einhorn http://gamasutra.com/blogs/AsherEinhorn/20150813/251201/The_misrepresentation_of_women_in_games.php How sexualising characters can alienate your audience, and how not doing this is only just the beginning. http://gamasutra.com/blogs/AsherEinhorn/20150813/251201/The_misrepresentation_of_women_in_games.php Thu, 13 Aug 2015 03:22:00 EDT Another Narrative Fallacy: Games are About Choice - by Warren Spector http://gamasutra.com/blogs/WarrenSpector/20150812/250785/Another_Narrative_Fallacy_Games_are_About_Choice.php Just about everyone agrees games and player choice go hand in hand. And it's become commonplace to allow players to make "good" or "evil" choices. But "choice" isn't enough and binary oppositions are too simple. Enter consequences and (non)judgment. http://gamasutra.com/blogs/WarrenSpector/20150812/250785/Another_Narrative_Fallacy_Games_are_About_Choice.php Wed, 12 Aug 2015 06:38:00 EDT Trinity, Part 9 - Why I Call it Trinity - by Mike Stout http://gamasutra.com/blogs/MikeStout/20150812/251024/Trinity_Part_9__Why_I_Call_it_Trinity.php There are a lot of “things” that make up a game, and I like to break them down into three categories – like smashing an atom into a proton, a neutron, and an electron. They apply at every level of my decision making process... http://gamasutra.com/blogs/MikeStout/20150812/251024/Trinity_Part_9__Why_I_Call_it_Trinity.php Wed, 12 Aug 2015 01:04:00 EDT GDC Europe – Doing it Live! - by Seth Sivak http://gamasutra.com/blogs/SethSivak/20150812/251088/GDC_Europe__Doing_it_Live.php Short overview of a GDC Europe postmortem that focused on data driven design. http://gamasutra.com/blogs/SethSivak/20150812/251088/GDC_Europe__Doing_it_Live.php Wed, 12 Aug 2015 01:04:00 EDT C# memory and performance tips for Unity, part 2 - by Robert Zubek http://gamasutra.com/blogs/RobertZubek/20150811/250750/C_memory_and_performance_tips_for_Unity_part_2.php A collection of C# performance tips for Unity, focusing on identifying and removing unnecessary memory allocations. http://gamasutra.com/blogs/RobertZubek/20150811/250750/C_memory_and_performance_tips_for_Unity_part_2.php Tue, 11 Aug 2015 01:53:00 EDT Body Parts and Motion Sickness in VR - by Matthew White http://gamasutra.com/blogs/MatthewWhite/20150811/250885/Body_Parts_and_Motion_Sickness_in_VR.php An investigation into some of the causes of motion sickness when using VR technology previously revealed that simulating a nose can mitigate some of the unpleasantness associated with this phenomenon. Turns out, legs can have a similar effect! http://gamasutra.com/blogs/MatthewWhite/20150811/250885/Body_Parts_and_Motion_Sickness_in_VR.php Tue, 11 Aug 2015 01:53:00 EDT Death, Readability and 'Hard' vs 'Unfair' - by Asher Einhorn http://gamasutra.com/blogs/AsherEinhorn/20150811/250986/Death_Readability_and_Hard_vs_Unfair.php With design that strongly pushes on readable threats, players can be challenged more, but die less. http://gamasutra.com/blogs/AsherEinhorn/20150811/250986/Death_Readability_and_Hard_vs_Unfair.php Tue, 11 Aug 2015 01:53:00 EDT How data scientists slashed early churn in Top Eleven - by Milos Milosevic http://gamasutra.com/blogs/MilosMilosevic/20150811/250913/How_data_scientists_slashed_early_churn_in_Top_Eleven.php Early user churn can destroy even the best games. Here’s how Nordeus, makers of the most played online sports game in the world, Top Eleven, identified early churners and turned them into valuable daily players. http://gamasutra.com/blogs/MilosMilosevic/20150811/250913/How_data_scientists_slashed_early_churn_in_Top_Eleven.php Tue, 11 Aug 2015 01:32:00 EDT The Current State of Educational Game Development - by Sande Chen http://gamasutra.com/blogs/SandeChen/20150807/250676/The_Current_State_of_Educational_Game_Development.php In this article, game designer Sande Chen reaches out to educational game developers to help her understand the issues hindering further adoption of game-based learning. Please take my survey! http://gamasutra.com/blogs/SandeChen/20150807/250676/The_Current_State_of_Educational_Game_Development.php Fri, 07 Aug 2015 06:34:00 EDT Personal Challenges for the Solo Indie Dev - by Cory Spooner http://gamasutra.com/blogs/CorySpooner/20150807/250698/Personal_Challenges_for_the_Solo_Indie_Dev.php A look at the more personal challenges faced during solo indie dev - laziness, confidence and the home environment. http://gamasutra.com/blogs/CorySpooner/20150807/250698/Personal_Challenges_for_the_Solo_Indie_Dev.php Fri, 07 Aug 2015 06:34:00 EDT Time Magazine Did Something Amazing Today For VR - by Neil Schneider http://gamasutra.com/blogs/NeilSchneider/20150807/250700/Time_Magazine_Did_Something_Amazing_Today_For_VR.php Time Magazine brought Oculus back to its roots in a good way, and nobody realizes it. http://gamasutra.com/blogs/NeilSchneider/20150807/250700/Time_Magazine_Did_Something_Amazing_Today_For_VR.php Fri, 07 Aug 2015 04:04:00 EDT Trinity, Part 8 - Paths - by Mike Stout http://gamasutra.com/blogs/MikeStout/20150806/250557/Trinity_Part_8__Paths.php This installation is on a concept I call “Paths” (one or more Ramps connecting parts of a game). I’m going to need this concept to explain something else further down the line, so I wanted to outline it now. http://gamasutra.com/blogs/MikeStout/20150806/250557/Trinity_Part_8__Paths.php Thu, 06 Aug 2015 12:43:00 EDT Psychological Exploitation Games - by Keith Burgun http://gamasutra.com/blogs/KeithBurgun/20150806/250584/Psychological_Exploitation_Games.php Addiction-based games are arguably bigger than ever these days. Why is it such a big problem, and why does no one seem to care? http://gamasutra.com/blogs/KeithBurgun/20150806/250584/Psychological_Exploitation_Games.php Thu, 06 Aug 2015 12:43:00 EDT Indie Marketing and the Early Preview - by Cory Spooner http://gamasutra.com/blogs/CorySpooner/20150806/250586/Indie_Marketing_and_the_Early_Preview.php A look into the popular strategy of early previews for smaller indie games, and why I think you need to be careful if you expect to struggle for press coverage. http://gamasutra.com/blogs/CorySpooner/20150806/250586/Indie_Marketing_and_the_Early_Preview.php Thu, 06 Aug 2015 12:43:00 EDT Signifying Nothing: Making Indie Games in 2015 - by Paul Kilduff-Taylor http://gamasutra.com/blogs/PaulKilduffTaylor/20150806/250651/Signifying_Nothing_Making_Indie_Games_in_2015.php I discuss commercial and creative challenges facing indies in 2015. http://gamasutra.com/blogs/PaulKilduffTaylor/20150806/250651/Signifying_Nothing_Making_Indie_Games_in_2015.php Thu, 06 Aug 2015 12:43:00 EDT How to Design a Social Game - by Joshua Dallman http://gamasutra.com/blogs/JoshuaDallman/20150805/250217/How_to_Design_a_Social_Game.php Methodology for designing social and mobile/social games starting with accessibility and covering every point from download to monetization http://gamasutra.com/blogs/JoshuaDallman/20150805/250217/How_to_Design_a_Social_Game.php Wed, 05 Aug 2015 01:39:00 EDT Gathering Sky: Audio Journal #3 - by Dren Mcdonald http://gamasutra.com/blogs/DrenMcdonald/20150805/250453/Gathering_Sky_Audio_Journal_3.php Another journal entry about the audio development of Gathering Sky, covering audio implementation within Fmod and Java. http://gamasutra.com/blogs/DrenMcdonald/20150805/250453/Gathering_Sky_Audio_Journal_3.php Wed, 05 Aug 2015 01:39:00 EDT Steam Reviews – a harsh place to be if you EVER make a mistake - by Paul Johnson http://gamasutra.com/blogs/PaulJohnson/20150804/250372/Steam_Reviews__a_harsh_place_to_be_if_you_EVER_make_a_mistake.php Admittedly a little self-serving, but there's a real message in here about making sure you get everything right first time. Or pay the price forever... http://gamasutra.com/blogs/PaulJohnson/20150804/250372/Steam_Reviews__a_harsh_place_to_be_if_you_EVER_make_a_mistake.php Tue, 04 Aug 2015 05:37:00 EDT Virtual Reality in the Uncanny Aural Valley - by Winifred Phillips http://gamasutra.com/blogs/WinifredPhillips/20150804/250439/Virtual_Reality_in_the_Uncanny_Aural_Valley.php With the arrival of virtual reality, audio developers may have to wrestle with the Uncanny Valley, right alongside their visual arts counterparts. An Audio Engineering Society presentation warns of a possible obstacle to achieving convincing audio in VR. http://gamasutra.com/blogs/WinifredPhillips/20150804/250439/Virtual_Reality_in_the_Uncanny_Aural_Valley.php Tue, 04 Aug 2015 05:37:00 EDT A Narrative Fallacy: It's All About Aristotle - by Warren Spector http://gamasutra.com/blogs/WarrenSpector/20150803/250304/A_Narrative_Fallacy_Its_All_About_Aristotle.php People think of narrative as a series of events involving setup, complication, resolution and denouement. That's fine, but leaves out "having something to say" and, for games, one thing more. This post is about two overlooked elements of game narrative. http://gamasutra.com/blogs/WarrenSpector/20150803/250304/A_Narrative_Fallacy_Its_All_About_Aristotle.php Mon, 03 Aug 2015 04:08:00 EDT A Newbie's Guide to Exhibiting at Events - by Kyle Pittman http://gamasutra.com/blogs/KylePittman/20150803/250278/A_Newbies_Guide_to_Exhibiting_at_Events.php Interested in demoing your indie game at an upcoming gaming event? Here are some tips for first-time exhibitors. http://gamasutra.com/blogs/KylePittman/20150803/250278/A_Newbies_Guide_to_Exhibiting_at_Events.php Mon, 03 Aug 2015 03:28:00 EDT Composing Adaptive Music for Games with Elias – Part 3 – VR Game Stampede and Unity Integration - by Dale Crowley http://gamasutra.com/blogs/DaleCrowley/20150803/250156/Composing_Adaptive_Music_for_Games_with_Elias__Part_3__VR_Game_Stampede_and_Unity_Integration.php Adaptive music is discussed through a real world integration example of Elias and the VR game Stampede. I demonstrate how simple it is to integrate with Unity, discuss the performance and memory usage (only .2-.3% CPU and .2 MB of audio memory typically.) http://gamasutra.com/blogs/DaleCrowley/20150803/250156/Composing_Adaptive_Music_for_Games_with_Elias__Part_3__VR_Game_Stampede_and_Unity_Integration.php Mon, 03 Aug 2015 03:27:00 EDT Five Lessons I’ve Learned Building a MOBA for Touch Screens - by Kristian Segerstrale http://gamasutra.com/blogs/KristianSegerstrale/20150803/250277/Five_Lessons_Ive_Learned_Building_a_MOBA_for_Touch_Screens.php Kristian Segerstrale, COO and Executive Director at Super Evil Megacorp, shares five lessons learned developing unapologetically core MOBA Vainglory for touch devices. http://gamasutra.com/blogs/KristianSegerstrale/20150803/250277/Five_Lessons_Ive_Learned_Building_a_MOBA_for_Touch_Screens.php Mon, 03 Aug 2015 03:21:00 EDT Reducing difficulty dynamically and invisibly - by Asher Einhorn http://gamasutra.com/blogs/AsherEinhorn/20150731/250041/Reducing_difficulty_dynamically_and_invisibly.php Dynamic difficulty is hated when done badly, but games that don't include it at all are often frustrating. Our jobs as developers is to try and find the sweet spot. http://gamasutra.com/blogs/AsherEinhorn/20150731/250041/Reducing_difficulty_dynamically_and_invisibly.php Fri, 31 Jul 2015 03:51:00 EDT Game Design vs. Story: Playing Referee - by Evan Skolnick http://gamasutra.com/blogs/EvanSkolnick/20150731/250045/Game_Design_vs_Story_Playing_Referee.php Game writer and longtime GDC speaker Evan Skolnick shares an excerpt (including previously unpublished content) from his recent book, Video Game Storytelling: What Every Developer Needs to Know About Narrative Techniques. http://gamasutra.com/blogs/EvanSkolnick/20150731/250045/Game_Design_vs_Story_Playing_Referee.php Fri, 31 Jul 2015 03:51:00 EDT Lessons Learned While Fixing Memory Leaks in our First Unity Title - by Rich Geldreich http://gamasutra.com/blogs/RichGeldreich/20150731/250071/Lessons_Learned_While_Fixing_Memory_Leaks_in_our_First_Unity_Title.php A brain dump of what we learned about Unity's managed memory heap while shipping our company's first mobile title. http://gamasutra.com/blogs/RichGeldreich/20150731/250071/Lessons_Learned_While_Fixing_Memory_Leaks_in_our_First_Unity_Title.php Fri, 31 Jul 2015 03:51:00 EDT Steady revisions improve Nintendo's handheld biz - by Matt Matthews http://gamasutra.com/blogs/MattMatthews/20150731/250069/Steady_revisions_improve_Nintendos_handheld_biz.php Nintendo's handheld hardware shipments have rebounded slightly, the first sustained turnaround in three years. http://gamasutra.com/blogs/MattMatthews/20150731/250069/Steady_revisions_improve_Nintendos_handheld_biz.php Fri, 31 Jul 2015 12:38:00 EDT Getting/Making Game Music that Fits - Comparative Music Series - Urgency vs Persistency - by Harry Mack http://gamasutra.com/blogs/HarryMack/20150730/249676/GettingMaking_Game_Music_that_Fits__Comparative_Music_Series__Urgency_vs_Persistency.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. This entry focuses on composing techniques for fast vs slow games. http://gamasutra.com/blogs/HarryMack/20150730/249676/GettingMaking_Game_Music_that_Fits__Comparative_Music_Series__Urgency_vs_Persistency.php Thu, 30 Jul 2015 01:46:00 EDT Player Retention for a Week Long Game (Subterfuge) - by ron carmel http://gamasutra.com/blogs/RonCarmel/20150730/249855/Player_Retention_for_a_Week_Long_Game_Subterfuge.php Subterfuge is unusual in that it takes a week or more to play a single game. What does player retention look like for such a slow game? Here's a short post sharing some of our data. http://gamasutra.com/blogs/RonCarmel/20150730/249855/Player_Retention_for_a_Week_Long_Game_Subterfuge.php Thu, 30 Jul 2015 01:46:00 EDT Developing Diversity - by Matt Gilgenbach http://gamasutra.com/blogs/MattGilgenbach/20150730/250014/Developing_Diversity.php I was scared to announce Devastated Dreams, since it stars a pregnant Filipino woman, and some gamers seem opposed to diversity. Our game was greeted warmly - but that might be because I'm a white male. Isn't diversity of creators a good thing? http://gamasutra.com/blogs/MattGilgenbach/20150730/250014/Developing_Diversity.php Thu, 30 Jul 2015 01:46:00 EDT