Gamasutra.com - Expert Blogs http://gamasutra.com/blogs/expert/ Gamasutra Blogs Mon, 24 Nov 2014 03:09:31 EST en-us scarless@think-services.com (Simon Carless) GameStop & Nintendo: Game devaluation must stop - by Matt Matthews http://gamasutra.com/blogs/MattMatthews/20141121/230684/GameStop__Nintendo_Game_devaluation_must_stop.php Business/Marketing,Console/PC You've heard Nintendo's Iwata say it, and now GameStop's joining in: Don't drive game values to zero. http://gamasutra.com/blogs/MattMatthews/20141121/230684/GameStop__Nintendo_Game_devaluation_must_stop.php Fri, 21 Nov 2014 02:24:00 EST Analysing Gamification with the SAMR Model - by Andrzej Marczewski http://gamasutra.com/blogs/AndrzejMarczewski/20141121/230707/Analysing_Gamification_with_the_SAMR_Model.php Design,Serious SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well! http://gamasutra.com/blogs/AndrzejMarczewski/20141121/230707/Analysing_Gamification_with_the_SAMR_Model.php Fri, 21 Nov 2014 02:24:00 EST Ten Years of World of Warcraft - by Raph Koster http://gamasutra.com/blogs/RaphKoster/20141121/230748/Ten_Years_of_World_of_Warcraft.php Design,Console/PC,Social/Online World of Warcraft has now been with us for ten years, dominating the MMO landscape in the Western market. From where did it spring, why was it so successful, and what has its influence been on MMOs? http://gamasutra.com/blogs/RaphKoster/20141121/230748/Ten_Years_of_World_of_Warcraft.php Fri, 21 Nov 2014 02:24:00 EST World of Warcraft: Ten Years of Change - by Laralyn McWilliams http://gamasutra.com/blogs/LaralynMcWilliams/20141121/230752/World_of_Warcraft_Ten_Years_of_Change.php Business/Marketing,Design,Production,Console/PC,Social/Online It's World of Warcraft's tenth anniversary! The game has remained so popular (and profitable) not just because the team working on it is talented and dedicated, but also because they're not afraid of change. http://gamasutra.com/blogs/LaralynMcWilliams/20141121/230752/World_of_Warcraft_Ten_Years_of_Change.php Fri, 21 Nov 2014 02:24:00 EST Bringing Aaaaa! and Jack Lumber to WebGL in the Humble Bundle - by Alex Schwartz http://gamasutra.com/blogs/AlexSchwartz/20141120/230573/Bringing_Aaaaa_and_Jack_Lumber_to_WebGL_in_the_Humble_Bundle.php Business/Marketing,Programming,Console/PC,Indie The team at Owlchemy Labs discusses the process of bringing two Unity-based titles to WebGL using the alpha version of Unity 5 and breaks down the porting process from an engineering and design standpoint. http://gamasutra.com/blogs/AlexSchwartz/20141120/230573/Bringing_Aaaaa_and_Jack_Lumber_to_WebGL_in_the_Humble_Bundle.php Thu, 20 Nov 2014 01:40:00 EST Steam Traffic Patterns Deep Dive - by Lars Doucet http://gamasutra.com/blogs/LarsDoucet/20141119/230553/Steam_Traffic_Patterns_Deep_Dive.php Business/Marketing,Production,Console/PC,Indie Let's analyze nearly 2 months of traffic patterns on "New Steam" http://gamasutra.com/blogs/LarsDoucet/20141119/230553/Steam_Traffic_Patterns_Deep_Dive.php Wed, 19 Nov 2014 04:17:00 EST on prototyping and coding your own ideas - by Adriaan De Jongh http://gamasutra.com/blogs/AdriaanDeJongh/20141119/230549/on_prototyping_and_coding_your_own_ideas.php Design,Programming,Indie An article on how I learned a fundamental lesson about communication and empiricism regarding game design. http://gamasutra.com/blogs/AdriaanDeJongh/20141119/230549/on_prototyping_and_coding_your_own_ideas.php Wed, 19 Nov 2014 02:13:00 EST Thoughts on the 2014 Practice: Game Design in Detail Conference - by Keith Burgun http://gamasutra.com/blogs/KeithBurgun/20141119/230469/Thoughts_on_the_2014_Practice_Game_Design_in_Detail_Conference.php Design,Serious I attended the 2014 Practice: Game Design in Detail conference at NYU this past weekend. Here I give my thoughts on this year's conference, as well as thoughts on the conference generally. http://gamasutra.com/blogs/KeithBurgun/20141119/230469/Thoughts_on_the_2014_Practice_Game_Design_in_Detail_Conference.php Wed, 19 Nov 2014 01:31:00 EST Mobile game maps: which format is right for you - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20141119/230506/Mobile_game_maps_which_format_is_right_for_you.php Production,Art,Social/Online,Smartphone/Tablet Our team has created map art for some match-3,and bubble shooting games. I have a few points about the map planning, and art creation to share. I think they might be useful to people who need these types of maps in their games, and artists who create the http://gamasutra.com/blogs/JunxueLi/20141119/230506/Mobile_game_maps_which_format_is_right_for_you.php Wed, 19 Nov 2014 01:31:00 EST Game Analytics 101 Part 5: Data models and predictive analytics - by Dmitri Williams http://gamasutra.com/blogs/DmitriWilliams/20141118/230350/Game_Analytics_101_Part_5_Data_models_and_predictive_analytics.php Business/Marketing,Design,Console/PC,Social/Online,Smartphone/Tablet Game Analytics 101 Part 5: Data models and predictive analytics http://gamasutra.com/blogs/DmitriWilliams/20141118/230350/Game_Analytics_101_Part_5_Data_models_and_predictive_analytics.php Tue, 18 Nov 2014 01:51:00 EST The VR Frontier - by E McNeill http://gamasutra.com/blogs/EMcNeill/20141118/230381/The_VR_Frontier.php Business/Marketing,Design,Console/PC,Indie,VR Don’t go into VR with the intention of making a “genre game”. Instead, think about what would work best in this new medium. http://gamasutra.com/blogs/EMcNeill/20141118/230381/The_VR_Frontier.php Tue, 18 Nov 2014 01:51:00 EST 3 Minute Game Design series - by Keith Burgun http://gamasutra.com/blogs/KeithBurgun/20141118/230397/3_Minute_Game_Design_series.php Design,Serious 3 Minute Game Design is what it sounds like: three minutes of dense, clear game design theory. http://gamasutra.com/blogs/KeithBurgun/20141118/230397/3_Minute_Game_Design_series.php Tue, 18 Nov 2014 01:51:00 EST Randomness, Serendipity and Gamification - by Andrzej Marczewski http://gamasutra.com/blogs/AndrzejMarczewski/20141118/230430/Randomness_Serendipity_and_Gamification.php Design,Serious Randomness can be fun and can lead to many serendipitous moments in games as well as the real world. http://gamasutra.com/blogs/AndrzejMarczewski/20141118/230430/Randomness_Serendipity_and_Gamification.php Tue, 18 Nov 2014 01:51:00 EST Right of Publicity in Video Games - How You Can Legally Include a Celebrity in Your Game - by Stephen McArthur http://gamasutra.com/blogs/StephenMcArthur/20141117/230361/Right_of_Publicity_in_Video_Games__How_You_Can_Legally_Include_a_Celebrity_in_Your_Game.php Business/Marketing,Art,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet As a lawyer in the video game industry, I explain here the numerous high-profile Right of Publicity lawsuits filed recently and the most common pitfalls that arise when a game developer wants to use a real person's likeness in their game. http://gamasutra.com/blogs/StephenMcArthur/20141117/230361/Right_of_Publicity_in_Video_Games__How_You_Can_Legally_Include_a_Celebrity_in_Your_Game.php Mon, 17 Nov 2014 06:26:00 EST The East Coast Game Conference (Raleigh NC)(screencast) - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20141117/230253/The_East_Coast_Game_Conference_Raleigh_NCscreencast.php Business/Marketing,Design,Programming,Production,Art The East Coast Game Conference (“The largest gathering of video game professionals on the East Coast”) occurs annually in April in Raleigh NC. This is a description of this year's conference. http://gamasutra.com/blogs/LewisPulsipher/20141117/230253/The_East_Coast_Game_Conference_Raleigh_NCscreencast.php Mon, 17 Nov 2014 03:44:00 EST Modelling by numbers: Supplementary (Terrain) - by Jayelinda Suridge http://gamasutra.com/blogs/JayelindaSuridge/20141113/230153/Modelling_by_numbers_Supplementary_Terrain.php Programming,Console/PC,Indie,Smartphone/Tablet A very common application for procedural mesh generation is terrain. We are going to have a look at some simple ways of generating terrain meshes. http://gamasutra.com/blogs/JayelindaSuridge/20141113/230153/Modelling_by_numbers_Supplementary_Terrain.php Thu, 13 Nov 2014 08:52:00 EST Why are we releasing DQ1HD as a free upgrade? - by Lars Doucet http://gamasutra.com/blogs/LarsDoucet/20141113/230132/Why_are_we_releasing_DQ1HD_as_a_free_upgrade.php Business/Marketing,Production,Console/PC,Indie,Smartphone/Tablet Why we're releasing DQ1HD as a free content update and why Monument Valley is justified in NOT doing so. http://gamasutra.com/blogs/LarsDoucet/20141113/230132/Why_are_we_releasing_DQ1HD_as_a_free_upgrade.php Thu, 13 Nov 2014 02:41:00 EST When "Doing Everything Right" Goes Wrong - by Kyle Pittman http://gamasutra.com/blogs/KylePittman/20141112/229946/When_quotDoing_Everything_Rightquot_Goes_Wrong.php Business/Marketing,Design,Production,Indie Developing a bigger, better sequel to a freeware hit seems like an obvious win, but the realities of development aren't always so simple. http://gamasutra.com/blogs/KylePittman/20141112/229946/When_quotDoing_Everything_Rightquot_Goes_Wrong.php Wed, 12 Nov 2014 01:39:00 EST Our blog marketing on Gamasutra - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20141112/229955/Our_blog_marketing_on_Gamasutra.php Business/Marketing,Art,Social/Online,Smartphone/Tablet This article is about how we get to know more people and potential clients via blogging here on Gamasutra. I hope it could give some lights to our fellow service providers. http://gamasutra.com/blogs/JunxueLi/20141112/229955/Our_blog_marketing_on_Gamasutra.php Wed, 12 Nov 2014 01:39:00 EST Early Access with Google Play Beta - by Matt Small http://gamasutra.com/blogs/MattSmall/20141110/229736/Early_Access_with_Google_Play_Beta.php Production,Smartphone/Tablet Orchestrating a public beta for our new F2P Android game Beach Buggy Racing was actually pretty easy thanks to Google Play's "Beta Testing" feature. But there were a few surprises. Here's what we found. http://gamasutra.com/blogs/MattSmall/20141110/229736/Early_Access_with_Google_Play_Beta.php Mon, 10 Nov 2014 03:16:00 EST Transitioning from Video to Physical Game Development: An Education - by Ryan Creighton http://gamasutra.com/blogs/RyanCreighton/20141110/229744/Transitioning_from_Video_to_Physical_Game_Development_An_Education.php Design,Production,Indie What's the difference between developing a video game vs a physical game? Your burning questions answered. http://gamasutra.com/blogs/RyanCreighton/20141110/229744/Transitioning_from_Video_to_Physical_Game_Development_An_Education.php Mon, 10 Nov 2014 02:16:00 EST All Due Respect: Press F for Farce - by Andrew Vestal http://gamasutra.com/blogs/AndrewVestal/20141105/229523/All_Due_Respect_Press_F_for_Farce.php Design,Console/PC Recently, Call of Duty: Advanced Warfare became roundly mocked when images showed a funeral event where the player is asked to “Press [F] to Pay Respects.” http://gamasutra.com/blogs/AndrewVestal/20141105/229523/All_Due_Respect_Press_F_for_Farce.php Wed, 05 Nov 2014 07:04:00 EST Cooking Up Gumbo: The Evolution of Turn-Based AI in Shadowrun - by Sheridan Thirsk http://gamasutra.com/blogs/SheridanThirsk/20141105/229495/Cooking_Up_Gumbo_The_Evolution_of_TurnBased_AI_in_Shadowrun.php Design,Programming,Console/PC,Indie How we set out to rebuild our AI, giving the power to the designer without exploding everything http://gamasutra.com/blogs/SheridanThirsk/20141105/229495/Cooking_Up_Gumbo_The_Evolution_of_TurnBased_AI_in_Shadowrun.php Wed, 05 Nov 2014 06:58:00 EST Moon Hunters Kickstarter Post-Mortem: Stats, Anxieties, and Success - by Tanya X Short http://gamasutra.com/blogs/TanyaXShort/20141105/228102/Moon_Hunters_Kickstarter_PostMortem_Stats_Anxieties_and_Success.php Business/Marketing,Design,Indie One indie studio shares their strategies and findings from their first Kickstarter, which earned $179,000, nearly 400% of their goal. http://gamasutra.com/blogs/TanyaXShort/20141105/228102/Moon_Hunters_Kickstarter_PostMortem_Stats_Anxieties_and_Success.php Wed, 05 Nov 2014 03:47:00 EST Information Artifact Simplicity - by Johan Hoberg http://gamasutra.com/blogs/JohanHoberg/20141105/229431/Information_Artifact_Simplicity.php Programming,Console/PC,Social/Online,Smartphone/Tablet One of the main purposes of testing is to provide information to stakeholders. In this article I will explore how a tester provides information to stakeholders through information artifacts, and what to think about when doing so. http://gamasutra.com/blogs/JohanHoberg/20141105/229431/Information_Artifact_Simplicity.php Wed, 05 Nov 2014 02:08:00 EST For art vendors: when your client is unsatisfied - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20141105/229453/For_art_vendors_when_your_client_is_unsatisfied.php Business/Marketing,Design,Art,Social/Online,Smartphone/Tablet If you’re an art contractor, what to do when your client is unsatisfied with your work? This is a story offers solutions based on our project experiences. http://gamasutra.com/blogs/JunxueLi/20141105/229453/For_art_vendors_when_your_client_is_unsatisfied.php Wed, 05 Nov 2014 02:08:00 EST Interactive Audio in Black Knight 2000: The Importance of Integration - by Brian Schmidt http://gamasutra.com/blogs/BrianSchmidt/20141104/229404/Interactive_Audio_in_Black_Knight_2000_The_Importance_of_Integration.php Audio,Design,Programming,Console/PC Integration is at least as important as the music itself in a great sounding game. http://gamasutra.com/blogs/BrianSchmidt/20141104/229404/Interactive_Audio_in_Black_Knight_2000_The_Importance_of_Integration.php Tue, 04 Nov 2014 08:03:00 EST Violence, Part 2: Game Design Ramifications - by Keith Burgun http://gamasutra.com/blogs/KeithBurgun/20141104/229405/Violence_Part_2_Game_Design_Ramifications.php Design,Console/PC In Part two of this two-part article series on violence in games, I discuss the negative ramifications that violence has on mechanical game design. http://gamasutra.com/blogs/KeithBurgun/20141104/229405/Violence_Part_2_Game_Design_Ramifications.php Tue, 04 Nov 2014 08:03:00 EST Predictive analytics set to become more valuable in light of rising CPIs - by Julian Runge http://gamasutra.com/blogs/JulianRunge/20141104/229287/Predictive_analytics_set_to_become_more_valuable_in_light_of_rising_CPIs.php Business/Marketing,Social/Online,Smartphone/Tablet In the face of rising CPIs across the board, boosting revenue per user and keeping players engaged for longer is the key to survival. This post sheds light on how predictive analytics can help game developers with that. http://gamasutra.com/blogs/JulianRunge/20141104/229287/Predictive_analytics_set_to_become_more_valuable_in_light_of_rising_CPIs.php Tue, 04 Nov 2014 02:42:00 EST Game Mechanics in Gamification – Revisited - by Andrzej Marczewski http://gamasutra.com/blogs/AndrzejMarczewski/20141104/229375/Game_Mechanics_in_Gamification__Revisited.php Design,Serious Some more thoughts on what gamification designers are getting wrong when it comes to game mechanics and what we could be talking about instead. http://gamasutra.com/blogs/AndrzejMarczewski/20141104/229375/Game_Mechanics_in_Gamification__Revisited.php Tue, 04 Nov 2014 02:42:00 EST Dr. Strangelove or How I learned to stop worrying and love mobile games - by Lucas Gonzalez http://gamasutra.com/blogs/LucasGonzalez/20141103/229095/Dr_Strangelove_or_How_I_learned_to_stop_worrying_and_love_mobile_games.php Design,Console/PC,Smartphone/Tablet Mobile game designers still don't share the same level of recognition than their console/PC colleagues. I believe that these professional develop a set of skills that can provide new points of view to the traditional AAA game design teams. http://gamasutra.com/blogs/LucasGonzalez/20141103/229095/Dr_Strangelove_or_How_I_learned_to_stop_worrying_and_love_mobile_games.php Mon, 03 Nov 2014 03:43:00 EST 2015 GDC Animation Bootcamp Schedule - by Michael Jungbluth http://gamasutra.com/blogs/MichaelJungbluth/20141103/229260/2015_GDC_Animation_Bootcamp_Schedule.php Design,Art Announcing the speakers and schedule of the 2015 GDC Animation Bootcamp! http://gamasutra.com/blogs/MichaelJungbluth/20141103/229260/2015_GDC_Animation_Bootcamp_Schedule.php Mon, 03 Nov 2014 03:43:00 EST Video: Communism, the Eastern Bloc and The Wall: The Cold War according to Papers, Please - by Bob Whitaker http://gamasutra.com/blogs/BobWhitaker/20141103/229281/Video_Communism_the_Eastern_Bloc_and_The_Wall_The_Cold_War_according_to_Papers_Please.php Design,Console/PC To celebrate the 25th anniversary of the fall of the Berlin Wall, historians Bob Whitaker and Zach Doleshal discuss Lucas Pope's award winning game, Papers,Please. Topics include life in the Eastern Bloc, secret police, and enforced forestry. http://gamasutra.com/blogs/BobWhitaker/20141103/229281/Video_Communism_the_Eastern_Bloc_and_The_Wall_The_Cold_War_according_to_Papers_Please.php Mon, 03 Nov 2014 03:43:00 EST Game Analytics 101 Part 4: Cohort Analysis and Segmentation - by Dmitri Williams http://gamasutra.com/blogs/DmitriWilliams/20141103/229307/Game_Analytics_101_Part_4_Cohort_Analysis_and_Segmentation.php Business/Marketing,Programming,Social/Online Part 4: Cohort Analysis and Segmentation http://gamasutra.com/blogs/DmitriWilliams/20141103/229307/Game_Analytics_101_Part_4_Cohort_Analysis_and_Segmentation.php Mon, 03 Nov 2014 03:43:00 EST Experimenting with Patreon and Article-Writing - by Keith Burgun http://gamasutra.com/blogs/KeithBurgun/20141103/229308/Experimenting_with_Patreon_and_ArticleWriting.php Design,Serious,Indie I want to take my game design articles to the next level, and I'm seeing whether I could feasibly use Patreon to help me do it. http://gamasutra.com/blogs/KeithBurgun/20141103/229308/Experimenting_with_Patreon_and_ArticleWriting.php Mon, 03 Nov 2014 03:43:00 EST The Role of Story in Darknet - by E McNeill http://gamasutra.com/blogs/EMcNeill/20141103/229317/The_Role_of_Story_in_Darknet.php Design,Indie How and why I fit narrative into a mechanics-oriented game. http://gamasutra.com/blogs/EMcNeill/20141103/229317/The_Role_of_Story_in_Darknet.php Mon, 03 Nov 2014 03:43:00 EST GDC Next - our lecture recommendations for press. - by Simon Carless http://gamasutra.com/blogs/SimonCarless/20141030/229091/GDC_Next__our_lecture_recommendations_for_press.php Business/Marketing,Design,Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Ahead of our GDC Next show in Los Angeles next week, our press liaison firm FortySeven Communications has again worked with us to put together a list of some of the most interesting lectures at the show. http://gamasutra.com/blogs/SimonCarless/20141030/229091/GDC_Next__our_lecture_recommendations_for_press.php Thu, 30 Oct 2014 07:02:00 EDT She's Not Playing It Wrong - by Laralyn McWilliams http://gamasutra.com/blogs/LaralynMcWilliams/20141030/229072/Shes_Not_Playing_It_Wrong.php Business/Marketing,Design,Production,Console/PC,Social/Online Conversations about bringing more women into game development and encouraging them to stay are always challenging. Lately, they've been almost impossible. Let's start thinking about it as a development problem and acknowledge flaws in our systems design. http://gamasutra.com/blogs/LaralynMcWilliams/20141030/229072/Shes_Not_Playing_It_Wrong.php Thu, 30 Oct 2014 03:49:00 EDT Violence, Part 1: Glorification - by Keith Burgun http://gamasutra.com/blogs/KeithBurgun/20141030/229023/Violence_Part_1_Glorification.php Business/Marketing,Design,Production,Art,Console/PC We need to reject the glorification of violence in video games and other media. http://gamasutra.com/blogs/KeithBurgun/20141030/229023/Violence_Part_1_Glorification.php Thu, 30 Oct 2014 02:29:00 EDT Bundling in 2014 - by Robert Fearon http://gamasutra.com/blogs/RobertFearon/20141027/228628/Bundling_in_2014.php Business/Marketing,Console/PC,Serious,Indie Taking a look at the how, where and why of bundling in 2014. Where we're up to and where we've come from over time and why were I bundling today, I'd pause for thought before agreeing. http://gamasutra.com/blogs/RobertFearon/20141027/228628/Bundling_in_2014.php Mon, 27 Oct 2014 01:48:00 EDT Starting an Indie Game Studio (Part 2) - by Robert Madsen http://gamasutra.com/blogs/RobertMadsen/20141027/228645/Starting_an_Indie_Game_Studio_Part_2.php Business/Marketing,Indie Ever thought about going it on your own? I share my insights on what it takes to start an indie game studio from my own experience. http://gamasutra.com/blogs/RobertMadsen/20141027/228645/Starting_an_Indie_Game_Studio_Part_2.php Mon, 27 Oct 2014 01:48:00 EDT How to level up your career: tips from an Art Director - by Rick Schmitz http://gamasutra.com/blogs/RickSchmitz/20141027/228703/How_to_level_up_your_career_tips_from_an_Art_Director.php Art,Smartphone/Tablet Rick Schmitz, Art Director for WildTangent Studios and former Studio Art director for PopCap, shares his thoughts on how start an art career in games and how to be an effective Manager of Artists. http://gamasutra.com/blogs/RickSchmitz/20141027/228703/How_to_level_up_your_career_tips_from_an_Art_Director.php Mon, 27 Oct 2014 01:48:00 EDT #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