Gamasutra.com - Expert Blogs http://gamasutra.com/blogs/expert/ Gamasutra Blogs Wed, 23 Jul 2014 06:00:59 EDT en-us scarless@think-services.com (Simon Carless) The Story These Stories Aren't Telling - by Elizabeth Sampat http://gamasutra.com/blogs/ElizabethSampat/20140722/221635/The_Story_These_Stories_Arent_Telling.php Business/Marketing,Serious On Gamasutra today, the annual salary survey shows a smaller-than-average wage gap between the sexes. On Polygon, an expose of the harassment women faces shows a larger problem. But the biggest problem in both articles isn't getting discussed. http://gamasutra.com/blogs/ElizabethSampat/20140722/221635/The_Story_These_Stories_Arent_Telling.php Tue, 22 Jul 2014 06:08:00 EDT FULL CIRCLE: Videogame Music & All That Jazz - by John Broomhall http://gamasutra.com/blogs/JohnBroomhall/20140722/221517/FULL_CIRCLE_Videogame_Music__All_That_Jazz.php Audio,Console/PC Reflections on re-imagining the distinctive soundtrack of a classic videogame http://gamasutra.com/blogs/JohnBroomhall/20140722/221517/FULL_CIRCLE_Videogame_Music__All_That_Jazz.php Tue, 22 Jul 2014 09:27:00 EDT EU regulation of free to play games: hot air or hot topic? - by Jas Purewal http://gamasutra.com/blogs/JasPurewal/20140721/221536/EU_regulation_of_free_to_play_games_hot_air_or_hot_topic.php Business/Marketing,Smartphone/Tablet,Mobile Games Interactive entertainment lawyer Jas Purewal explains the latest moves in the European Union to regulate free to play games and what it does and doesn't mean for Apple, Google and the games industry. http://gamasutra.com/blogs/JasPurewal/20140721/221536/EU_regulation_of_free_to_play_games_hot_air_or_hot_topic.php Mon, 21 Jul 2014 07:16:00 EDT Will that crowdfunded game ever actually ship? - by Lars Doucet http://gamasutra.com/blogs/LarsDoucet/20140721/221489/Will_that_crowdfunded_game_ever_actually_ship.php Business/Marketing,Design,Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet A simple "rule of thumb" for quick "smell-test" risk assessment of crowdfunded game projects. http://gamasutra.com/blogs/LarsDoucet/20140721/221489/Will_that_crowdfunded_game_ever_actually_ship.php Mon, 21 Jul 2014 12:52:00 EDT Crowdfunding with greater confidence - why we think Collective’s Team Assessment is one of the most important parts of the platform - by Phil Elliott http://gamasutra.com/blogs/PhilElliott/20140721/221488/Crowdfunding_with_greater_confidence__why_we_think_Collectives_Team_Assessment_is_one_of_the_most_important_parts_of_the_platform.php Business/Marketing,Indie Crowdfunding is a fantastic opportunity to introduce such a wide range of games to a wide range of gaming tastes. So is there a way that more confidence can be built into that relationship? http://gamasutra.com/blogs/PhilElliott/20140721/221488/Crowdfunding_with_greater_confidence__why_we_think_Collectives_Team_Assessment_is_one_of_the_most_important_parts_of_the_platform.php Mon, 21 Jul 2014 12:02:00 EDT A New Dawn - Choosing a New Game Project - by Daniel Helbig http://gamasutra.com/blogs/DanielHelbig/20140721/221481/A_New_Dawn__Choosing_a_New_Game_Project.php Business/Marketing,Production,Console/PC,Indie,Smartphone/Tablet Some personal thoughts on good game ideas and things to avoid when choosing a new game project as an indie game developer. http://gamasutra.com/blogs/DanielHelbig/20140721/221481/A_New_Dawn__Choosing_a_New_Game_Project.php Mon, 21 Jul 2014 11:11:00 EDT Differences between Software Testing and Game Testing - by Johan Hoberg http://gamasutra.com/blogs/JohanHoberg/20140721/221444/Differences_between_Software_Testing_and_Game_Testing.php Programming,Console/PC,Social/Online,Smartphone/Tablet What is the major difference between testing an application or a software system compared to testing a game? http://gamasutra.com/blogs/JohanHoberg/20140721/221444/Differences_between_Software_Testing_and_Game_Testing.php Mon, 21 Jul 2014 05:09:00 EDT Grinding and the Burden of Optimal Play - by E McNeill http://gamasutra.com/blogs/EMcNeill/20140721/221443/Grinding_and_the_Burden_of_Optimal_Play.php Design,Console/PC I hate grinding. I’m fundamentally opposed to it, and I’ve always made an effort to keep it out of all my games. And yet, somehow I had made a game in which you repeat the same task over and over again. http://gamasutra.com/blogs/EMcNeill/20140721/221443/Grinding_and_the_Burden_of_Optimal_Play.php Mon, 21 Jul 2014 01:29:00 EDT The prototype methodology we've used for the naval of Assassin's creed 4 - by Sebastien Lambottin http://gamasutra.com/blogs/SebastienLambottin/20140718/220979/The_prototype_methodology_weve_used_for_the_naval_of_Assassins_creed_4.php Design,Production,Console/PC By building a gameplay prototyping library we've manage to increase our iteration speed for the naval gameplay of AC4 http://gamasutra.com/blogs/SebastienLambottin/20140718/220979/The_prototype_methodology_weve_used_for_the_naval_of_Assassins_creed_4.php Fri, 18 Jul 2014 09:15:00 EDT How to become a Graphics Programmer in the games industry - by Oliver Franzke http://gamasutra.com/blogs/OliverFranzke/20140718/221347/How_to_become_a_Graphics_Programmer_in_the_games_industry.php Programming,Console/PC,Smartphone/Tablet Getting a job as a graphics programmer in the games industry can be difficult. This post takes a closer look at what makes a good candidate and gives specific advice how to develop or improve the necessary skills. http://gamasutra.com/blogs/OliverFranzke/20140718/221347/How_to_become_a_Graphics_Programmer_in_the_games_industry.php Fri, 18 Jul 2014 12:01:00 EDT A Darkest Dungeon Kickstarter Post-Mortem (Part 2) - by Tyler Sigman http://gamasutra.com/blogs/TylerSigman/20140718/218975/A_Darkest_Dungeon_Kickstarter_PostMortem_Part_2.php Business/Marketing,Design,Production,Indie Part 2 of the Darkest Dungeon Kickstarter Post-Mortem covers the second half of our successful campaign, plus preparing for fulfillment and logistics. There will eventually be a part 3, after Darkest Dungeon ships! http://gamasutra.com/blogs/TylerSigman/20140718/218975/A_Darkest_Dungeon_Kickstarter_PostMortem_Part_2.php Fri, 18 Jul 2014 02:01:00 EDT Why ZeniMax v. Oculus Matters - by Dan Rogers http://gamasutra.com/blogs/DanRogers/20140717/221343/Why_ZeniMax_v_Oculus_Matters.php Business/Marketing,Indie The lawsuit between ZeniMax and Oculus offers game developers and publishers new insight into the power of a non-disclosure agreement. http://gamasutra.com/blogs/DanRogers/20140717/221343/Why_ZeniMax_v_Oculus_Matters.php Thu, 17 Jul 2014 11:47:00 EDT Behavior trees for AI: How they work - by Chris Simpson http://gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php Programming,Console/PC,Indie An introduction to Behavior Trees, with examples and in-depth descriptions, as well as some tips on creating powerful expressive trees. http://gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php Thu, 17 Jul 2014 09:35:00 EDT It takes a village! - by Seth Sivak http://gamasutra.com/blogs/SethSivak/20140717/221320/It_takes_a_village.php Business/Marketing,Design,Production,Console/PC,Indie Discussion about our experience co-working with Harmonix and why it is important to talk/meet/share with other developers. http://gamasutra.com/blogs/SethSivak/20140717/221320/It_takes_a_village.php Thu, 17 Jul 2014 02:52:00 EDT On Mods - by Sande Chen http://gamasutra.com/blogs/SandeChen/20140716/221222/On_Mods.php Design In this article, game designer Sande Chen examines how modding board games and sports can inspire creativity. http://gamasutra.com/blogs/SandeChen/20140716/221222/On_Mods.php Wed, 16 Jul 2014 02:17:00 EDT Creating a Collective pitch? Here are some tips. - by Phil Elliott http://gamasutra.com/blogs/PhilElliott/20140716/221203/Creating_a_Collective_pitch_Here_are_some_tips.php Business/Marketing,Indie We get a lot of questions from devs asking how they can optimise their pitch for Collective (http://www.collective.square-enix.com) - here are some tips based on the data we've gathered so far. http://gamasutra.com/blogs/PhilElliott/20140716/221203/Creating_a_Collective_pitch_Here_are_some_tips.php Wed, 16 Jul 2014 12:28:00 EDT Overcoming Impostor's Syndrome - by Tanya X Short http://gamasutra.com/blogs/TanyaXShort/20140716/220938/Overcoming_Impostors_Syndrome.php Design,Production,Console/PC,Indie Most developers encounter feelings of fraudulence eventually. Why does it matter and how do we fix it? http://gamasutra.com/blogs/TanyaXShort/20140716/220938/Overcoming_Impostors_Syndrome.php Wed, 16 Jul 2014 10:37:00 EDT 50 Questions an Indie Start Up should ask themselves... - by Simon Bennett http://gamasutra.com/blogs/SimonBennett/20140715/221077/50_Questions_an_Indie_Start_Up_should_ask_themselves.php Business/Marketing,Indie A recent survey of Indie developers showed that on average 45% of their time was taken up with Business Administration Tasks. What questions should Indie start ups ask themselves at each of the 5 stages of the Business cycle? http://gamasutra.com/blogs/SimonBennett/20140715/221077/50_Questions_an_Indie_Start_Up_should_ask_themselves.php Tue, 15 Jul 2014 12:56:00 EDT Press to play: Is gaming really more addictive than heroin? - by Mark Griffiths http://gamasutra.com/blogs/MarkGriffiths/20140715/221010/Press_to_play_Is_gaming_really_more_addictive_than_heroin.php Business/Marketing,Console/PC,Social/Online,Smartphone/Tablet Last week I appeared in loads of news stories following a double page spread in The Sun newspaper under the headline "Gaming as addictive as heroin". But what is the truth behind such sensationalist headlines? http://gamasutra.com/blogs/MarkGriffiths/20140715/221010/Press_to_play_Is_gaming_really_more_addictive_than_heroin.php Tue, 15 Jul 2014 01:52:00 EDT The Art of Feeding Time, Part 4 - by Radek Koncewicz http://gamasutra.com/blogs/RadekKoncewicz/20140714/221033/The_Art_of_Feeding_Time_Part_4.php Art,Indie,Smartphone/Tablet Hand-drawn frames aren't the most popular approach to animation these days, but here's how we went about minimizing their cost. http://gamasutra.com/blogs/RadekKoncewicz/20140714/221033/The_Art_of_Feeding_Time_Part_4.php Mon, 14 Jul 2014 05:39:00 EDT Productivity Strategy Guide - by E McNeill http://gamasutra.com/blogs/EMcNeill/20140714/221028/Productivity_Strategy_Guide.php Production,Indie The unofficial strategy guide for Productivity, a time management game about indie game development. http://gamasutra.com/blogs/EMcNeill/20140714/221028/Productivity_Strategy_Guide.php Mon, 14 Jul 2014 03:32:00 EDT Emergence, Puzzles, and Playtesting - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20140714/220929/Emergence_Puzzles_and_Playtesting.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet Video: Emergent behavior, behavior unplanned and unanticipated by the designer, is a large part of what you're looking for in playtesting. But depending on who you are, game designer, puzzle designer, game writer, you treat emergence in different ways. http://gamasutra.com/blogs/LewisPulsipher/20140714/220929/Emergence_Puzzles_and_Playtesting.php Mon, 14 Jul 2014 08:23:00 EDT HOPA/Adventure Games: More Tips of Scene Art Production - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20140714/220970/HOPAAdventure_Games_More_Tips_of_Scene_Art_Production.php Design,Production,Art,Social/Online,Smartphone/Tablet Last time my blog article about the making of a HOPA/adventure game scene, was well received. Now the 3D render + 2D overpaint method of scene production is quite popular, here I have a few more tips to share. http://gamasutra.com/blogs/JunxueLi/20140714/220970/HOPAAdventure_Games_More_Tips_of_Scene_Art_Production.php Mon, 14 Jul 2014 06:23:00 EDT "Consolidation crush": 5 drivers of $12.5B games acquisitions - by Tim Merel http://gamasutra.com/blogs/TimMerel/20140714/220626/quotConsolidation_crushquot_5_drivers_of_125B_games_acquisitions.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet The last 12 months have seen a record $12.5B games acquisitions across mobile games ($4.6B), MMO games ($4B), games tech ($2.8B) and console games ($1B). There are 5 drivers of this "consolidation crush" (see www,digi-capital.com/reports) http://gamasutra.com/blogs/TimMerel/20140714/220626/quotConsolidation_crushquot_5_drivers_of_125B_games_acquisitions.php Mon, 14 Jul 2014 03:26:00 EDT Video Reviewers' Ripple Effect - by John Ardussi http://gamasutra.com/blogs/JohnArdussi/20140712/220894/Video_Reviewers_Ripple_Effect.php Business/Marketing,Console/PC,Indie "Let's Play" are the game commercials of the future. They are free so they help out indie developers. They are done by indies so people can trust them. Bullpucky! Read on. http://gamasutra.com/blogs/JohnArdussi/20140712/220894/Video_Reviewers_Ripple_Effect.php Sat, 12 Jul 2014 03:07:00 EDT Excerpts from An Architectural Approach to Level Design - by Christopher Totten http://gamasutra.com/blogs/ChristopherTotten/20140711/220802/Excerpts_from_An_Architectural_Approach_to_Level_Design.php Design,Art,Console/PC In this post, I provide a few excerpts from my new book, An Architectural Approach to Level Design, which was recently published by CRC Press. http://gamasutra.com/blogs/ChristopherTotten/20140711/220802/Excerpts_from_An_Architectural_Approach_to_Level_Design.php Fri, 11 Jul 2014 01:17:00 EDT Interactive Mountain - by Raph Koster http://gamasutra.com/blogs/RaphKoster/20140710/220794/Interactive_Mountain.php Design,Console/PC,Indie,Smartphone/Tablet The art game Mountain has caught a lot of people's attention, but it also challenges both those who want more "game" in their game and those who want more "experience." Why? http://gamasutra.com/blogs/RaphKoster/20140710/220794/Interactive_Mountain.php Thu, 10 Jul 2014 07:40:00 EDT Bazaar Behavior - by Benjamin Quintero http://gamasutra.com/blogs/BenjaminQuintero/20140710/220755/Bazaar_Behavior.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet Is there a future in video games or has it peaked? http://gamasutra.com/blogs/BenjaminQuintero/20140710/220755/Bazaar_Behavior.php Thu, 10 Jul 2014 01:07:00 EDT DC Universe Online DLC 10 Post-Mortem, Part 1 - by Mark Halash http://gamasutra.com/blogs/MarkHalash/20140710/220542/DC_Universe_Online_DLC_10_PostMortem_Part_1.php Design,Console/PC,Social/Online With our 10th DLC Pack, Amazon Fury Part I, there were two major challenges. We'll tackle each individually to see where we succeeded and where we could have improved. Here's part one. http://gamasutra.com/blogs/MarkHalash/20140710/220542/DC_Universe_Online_DLC_10_PostMortem_Part_1.php Thu, 10 Jul 2014 12:39:00 EDT DC Universe Online DLC 10 Post-Mortem, Part 2 - by Donovan Kennedy http://gamasutra.com/blogs/DonovanKennedy/20140710/220635/DC_Universe_Online_DLC_10_PostMortem_Part_2.php Design,Production,Console/PC,Social/Online With our 10th DLC Pack, Amazon Fury Part I, there were two major challenges. We will tackle each individually to see where we succeeded and where we could have improved. Here's part two. http://gamasutra.com/blogs/DonovanKennedy/20140710/220635/DC_Universe_Online_DLC_10_PostMortem_Part_2.php Thu, 10 Jul 2014 12:39:00 EDT Frequently Asked Questions About The Aztez Art Style - by Ben Ruiz http://gamasutra.com/blogs/BenRuiz/20140709/220673/Frequently_Asked_Questions_About_The_Aztez_Art_Style.php Art,Console/PC,Indie Ben Ruiz of Team Colorblind discusses some of the art tips and tricks used in their upcoming game, Aztez. Traditional 3d outlines, shaders, 2d and 3d usage, and art styles in general. http://gamasutra.com/blogs/BenRuiz/20140709/220673/Frequently_Asked_Questions_About_The_Aztez_Art_Style.php Wed, 09 Jul 2014 08:53:00 EDT Frustration vs. Video Game Violence in Real-Life Aggression - by Jamie Madigan http://gamasutra.com/blogs/JamieMadigan/20140709/220637/Frustration_vs_Video_Game_Violence_in_RealLife_Aggression.php Design,Console/PC Does violent content in video games cause violence in real-life? Or might something more mundane like frustration over controls and difficulty offer an alternative explanation? http://gamasutra.com/blogs/JamieMadigan/20140709/220637/Frustration_vs_Video_Game_Violence_in_RealLife_Aggression.php Wed, 09 Jul 2014 12:57:00 EDT The Indie Content Problem - by Alistair Doulin http://gamasutra.com/blogs/AlistairDoulin/20140709/220553/The_Indie_Content_Problem.php Design,Production,Console/PC,Indie How do indie game developers with small teams create enough content to engage players for a reasonable length of time? I discuss possible solutions to this problem and would like to hear other people's thoughts. http://gamasutra.com/blogs/AlistairDoulin/20140709/220553/The_Indie_Content_Problem.php Wed, 09 Jul 2014 12:10:00 EDT 6 Things I Learned From Indie Development - by Mike Shafer http://gamasutra.com/blogs/MikeShafer/20140708/220541/6_Things_I_Learned_From_Indie_Development.php Business/Marketing,Design,Programming,Production,Art,Console/PC,Indie In this article, I discuss what worked and didn't work in indie development in the context of a third-person action game, Bain's Redemption. I elaborate on each point to make sure other game developers can get the most out of my experience. http://gamasutra.com/blogs/MikeShafer/20140708/220541/6_Things_I_Learned_From_Indie_Development.php Tue, 08 Jul 2014 08:01:00 EDT Seeing is Believing: Power of Observation in Predictive Analytics - by Dmitri Williams http://gamasutra.com/blogs/DmitriWilliams/20140708/220524/Seeing_is_Believing_Power_of_Observation_in_Predictive_Analytics.php Social/Online Actions Speak Louder than Words: Why a Virtual Nose Smudge is Better Than a Tweet http://gamasutra.com/blogs/DmitriWilliams/20140708/220524/Seeing_is_Believing_Power_of_Observation_in_Predictive_Analytics.php Tue, 08 Jul 2014 01:41:00 EDT The Art of Feeding Time, Part 3 - by Radek Koncewicz http://gamasutra.com/blogs/RadekKoncewicz/20140708/220514/The_Art_of_Feeding_Time_Part_3.php Production,Art,Indie,Smartphone/Tablet UI tends to be much less exciting than other game aesthetics, but finding a style that works in both form and function can be quite challenging. http://gamasutra.com/blogs/RadekKoncewicz/20140708/220514/The_Art_of_Feeding_Time_Part_3.php Tue, 08 Jul 2014 01:11:00 EDT Codemancer's Kickstarter Post-Mortem - by Rob Lockhart http://gamasutra.com/blogs/RobLockhart/20140707/220431/Codemancers_Kickstarter_PostMortem.php Business/Marketing,Production,Indie Specifics of the successful Kickstarter for Codemancer, a fantasy game that teaches programming. There are lots of numbers and graphs and pretty pictures. http://gamasutra.com/blogs/RobLockhart/20140707/220431/Codemancers_Kickstarter_PostMortem.php Mon, 07 Jul 2014 12:30:00 EDT Are Badges Really All That? - by Sande Chen http://gamasutra.com/blogs/SandeChen/20140707/220418/Are_Badges_Really_All_That.php Business/Marketing,Design In this article, game designer Sande Chen discusses the importance of badges in games, gamification, and in real life. http://gamasutra.com/blogs/SandeChen/20140707/220418/Are_Badges_Really_All_That.php Mon, 07 Jul 2014 09:33:00 EDT The Playtime Principle: Mining 5 Billion Hours of Play on Steam - by anders drachen http://gamasutra.com/blogs/AndersDrachen/20140707/220410/The_Playtime_Principle_Mining_5_Billion_Hours_of_Play_on_Steam.php Business/Marketing,Design,Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet 5 billion hours of play. 6 million players. 3000 games on Steam. 1 distribution model that explains how time spent playing games on Steam rises and falls – as a function of time. http://gamasutra.com/blogs/AndersDrachen/20140707/220410/The_Playtime_Principle_Mining_5_Billion_Hours_of_Play_on_Steam.php Mon, 07 Jul 2014 08:48:00 EDT Unknown Answers - by E McNeill http://gamasutra.com/blogs/EMcNeill/20140707/220381/Unknown_Answers.php Design,Indie How I discovered that my games were more fun when I didn't have all the answers. http://gamasutra.com/blogs/EMcNeill/20140707/220381/Unknown_Answers.php Mon, 07 Jul 2014 02:40:00 EDT Block Tanks: Procedural Dynamism in Unity - by Trent Polack http://gamasutra.com/blogs/TrentPolack/20140705/220364/Block_Tanks_Procedural_Dynamism_in_Unity.php Design,Programming,Art,Console/PC,Indie,Smartphone/Tablet The development process for starting a fully dynamic voxel-based toybox tank game in Unity and all of the technical challenges that have arisen so far. http://gamasutra.com/blogs/TrentPolack/20140705/220364/Block_Tanks_Procedural_Dynamism_in_Unity.php Sat, 05 Jul 2014 03:52:00 EDT My thoughts on the Nintendo shareholder Q&A - by Christian Nutt http://gamasutra.com/blogs/ChristianNutt/20140703/220304/My_thoughts_on_the_Nintendo_shareholder_QA.php Business/Marketing,Console/PC We do news reporting on this stuff, but I also have thoughts as a player of games and a Nintendo-watcher... So here are some less-varnished thoughts on what Nintendo's management had to say to its shareholders. http://gamasutra.com/blogs/ChristianNutt/20140703/220304/My_thoughts_on_the_Nintendo_shareholder_QA.php Thu, 03 Jul 2014 07:39:00 EDT The Journey from A to B - by Trent Polack http://gamasutra.com/blogs/TrentPolack/20140702/220202/The_Journey_from_A_to_B.php Design,Programming,Console/PC,Social/Online A post about how I started out writing graphics programming books, then wanted to be a high school english teacher, then became a PC game/engine programmer, then a designer for a AAA game studio, and now a creative director of a mobile game studio. http://gamasutra.com/blogs/TrentPolack/20140702/220202/The_Journey_from_A_to_B.php Wed, 02 Jul 2014 06:32:00 EDT The Art of Feeding Time, Part 2 - by Radek Koncewicz http://gamasutra.com/blogs/RadekKoncewicz/20140702/220166/The_Art_of_Feeding_Time_Part_2.php Art,Indie,Smartphone/Tablet Tackling the perspective-breaking backgrounds of old Hanna Barbera cartoons and Zelda - A Link to the Past. http://gamasutra.com/blogs/RadekKoncewicz/20140702/220166/The_Art_of_Feeding_Time_Part_2.php Wed, 02 Jul 2014 12:41:00 EDT Agile, a practical point of view - by vincent meulle http://gamasutra.com/blogs/VincentMeulle/20140702/220083/Agile_a_practical_point_of_view.php Production,Console/PC Over the past five years I have worked on several AAA console titles, including our most recent game GRID Autosport, and I wanted to share some of my experience in the world of Agile Project Management with you. http://gamasutra.com/blogs/VincentMeulle/20140702/220083/Agile_a_practical_point_of_view.php Wed, 02 Jul 2014 10:05:00 EDT A Unity tweetorial - by Byron AtkinsonJones http://gamasutra.com/blogs/ByronAtkinsonJones/20140702/220126/A_Unity_tweetorial.php Programming After being asked a lot about doing a tutorial on Unity for people I decided to do an experiment and do it over twitter - a tweetorial. http://gamasutra.com/blogs/ByronAtkinsonJones/20140702/220126/A_Unity_tweetorial.php Wed, 02 Jul 2014 09:58:00 EDT Square Enix Collective adds Kickstarter as crowdfunding option - by Phil Elliott http://gamasutra.com/blogs/PhilElliott/20140702/220094/Square_Enix_Collective_adds_Kickstarter_as_crowdfunding_option.php Business/Marketing,Indie Since the full launch of Collective at the beginning of April, we've posted 19 projects from 13 countries, and supported the first crowdfunding campaign. Today we're announcing that teams can choose either Kickstarter or Indiegogo for funding campaigns. http://gamasutra.com/blogs/PhilElliott/20140702/220094/Square_Enix_Collective_adds_Kickstarter_as_crowdfunding_option.php Wed, 02 Jul 2014 07:18:00 EDT Anti-Design Philosophies, Part 1: Quantity Design - by Keith Burgun http://gamasutra.com/blogs/KeithBurgun/20140701/220046/AntiDesign_Philosophies_Part_1_Quantity_Design.php Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet There are a few philosophical positions on game development that are, I would say, "anti-design". In this short series, I will go through a few of them. We'll begin with an article about what I call "the quantity design philosophy". http://gamasutra.com/blogs/KeithBurgun/20140701/220046/AntiDesign_Philosophies_Part_1_Quantity_Design.php Tue, 01 Jul 2014 03:32:00 EDT Video: History, Slavery, and Violence in AC Freedom Cry and Liberation - by Bob Whitaker http://gamasutra.com/blogs/BobWhitaker/20140701/219994/Video_History_Slavery_and_Violence_in_AC_Freedom_Cry_and_Liberation.php Console/PC Historians consider Assassin's Creed Freedom Cry and Liberation. http://gamasutra.com/blogs/BobWhitaker/20140701/219994/Video_History_Slavery_and_Violence_in_AC_Freedom_Cry_and_Liberation.php Tue, 01 Jul 2014 09:37:00 EDT I don’t know that China had a console ban - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20140701/219984/I_dont_know_that_China_had_a_console_ban.php Business/Marketing,Design,Production,Console/PC There is a recent news that China has lifted its console ban. I’m amazed, for all the stories happen around me don’t suggest there is a ban. Please read on. http://gamasutra.com/blogs/JunxueLi/20140701/219984/I_dont_know_that_China_had_a_console_ban.php Tue, 01 Jul 2014 06:15:00 EDT SPACE COLORS: The Iterative Process - by Trent Polack http://gamasutra.com/blogs/TrentPolack/20140630/219954/SPACE_COLORS_The_Iterative_Process.php Audio,Business/Marketing,Design,Programming,Production,Art,Console/PC,Indie,Smartphone/Tablet Since initially starting SPACE COLORS as part of the Space Cowboy Game Jam, I expanded it to a full product intended for release on the iOS App Store; an integral part of this process is, unsurprisingly, getting a wide variety of feedback along the way. http://gamasutra.com/blogs/TrentPolack/20140630/219954/SPACE_COLORS_The_Iterative_Process.php Mon, 30 Jun 2014 10:12:00 EDT Interchangeable He and She - by Sande Chen http://gamasutra.com/blogs/SandeChen/20140630/219904/Interchangeable_He_and_She.php Design,Production,Console/PC,Indie In this article, game writer Sande Chen explores the role of gender or lack of gender in branching narrative. http://gamasutra.com/blogs/SandeChen/20140630/219904/Interchangeable_He_and_She.php Mon, 30 Jun 2014 10:48:00 EDT Approaching Audio Puzzle Design (pt 1) - by Rodain Joubert http://gamasutra.com/blogs/RodainJoubert/20140630/219894/Approaching_Audio_Puzzle_Design_pt_1.php Audio,Design,Indie How does one work on an audio game using the "left-brained" mindset without messing up its creativity? Includes a model for various design goals that a sound game typically considers, and how this will influence my work on the audio game Cadence. http://gamasutra.com/blogs/RodainJoubert/20140630/219894/Approaching_Audio_Puzzle_Design_pt_1.php Mon, 30 Jun 2014 08:54:00 EDT How Twitter can help a game designer - by Lewis Pulsipher http://gamasutra.com/blogs/LewisPulsipher/20140630/219817/How_Twitter_can_help_a_game_designer.php Design The 140 character maximum of tweets makes Twitter look like a haven for the ADHD and "sound byte"-mesmerized among us. Despite that limitation, it can be useful for certain purposes to a game designer. http://gamasutra.com/blogs/LewisPulsipher/20140630/219817/How_Twitter_can_help_a_game_designer.php Mon, 30 Jun 2014 06:41:00 EDT Mind Reading - by Robin Arnott http://gamasutra.com/blogs/RobinArnott/20140627/219822/Mind_Reading.php Design,Programming,Console/PC,Indie SoundSelf is a game designed to induce trance - so without direct biometrics how can it know when it's working? http://gamasutra.com/blogs/RobinArnott/20140627/219822/Mind_Reading.php Fri, 27 Jun 2014 03:05:00 EDT Interview with solo indie Steph Thirion - by Adam Saltsman http://gamasutra.com/blogs/AdamSaltsman/20140627/219818/Interview_with_solo_indie_Steph_Thirion.php Design,Indie,Smartphone/Tablet An interview with indie game maker Steph Thirion, to celebrate the release of Eliss Infinity 1.1 on iOS and Android. http://gamasutra.com/blogs/AdamSaltsman/20140627/219818/Interview_with_solo_indie_Steph_Thirion.php Fri, 27 Jun 2014 02:34:00 EDT Guns of Icarus Online Post-Mortem - Epilogue: How Youtube, Steam, and Our Players Got Us This Far - by Howard Tsao http://gamasutra.com/blogs/HowardTsao/20140626/219785/Guns_of_Icarus_Online_PostMortem__Epilogue_How_Youtube_Steam_and_Our_Players_Got_Us_This_Far.php Business/Marketing,Console/PC,Serious,Indie Response to Call for Blogs on youtube - about how youtube, Steam, and our players have helped gotten Guns of Icarus Online to this point. http://gamasutra.com/blogs/HowardTsao/20140626/219785/Guns_of_Icarus_Online_PostMortem__Epilogue_How_Youtube_Steam_and_Our_Players_Got_Us_This_Far.php Thu, 26 Jun 2014 06:36:00 EDT Is the Game Industry a Bad Place to Work - by Robert Madsen http://gamasutra.com/blogs/RobertMadsen/20140626/219783/Is_the_Game_Industry_a_Bad_Place_to_Work.php A recent article published at http://tinyurl.com/l5gcxo4 is headlined: http://tinyurl.com/l5gcxo4. Is it the sexism and bad working conditions, or is it the sensationalist reporting of these that does the harm? http://gamasutra.com/blogs/RobertMadsen/20140626/219783/Is_the_Game_Industry_a_Bad_Place_to_Work.php Thu, 26 Jun 2014 05:09:00 EDT What Game Designers Do (According to the Internet) - by Liz England http://gamasutra.com/blogs/LizEngland/20140626/219779/What_Game_Designers_Do_According_to_the_Internet.php Design The internet has all kinds of ideas about what a game designer does. Most of them are wrong. http://gamasutra.com/blogs/LizEngland/20140626/219779/What_Game_Designers_Do_According_to_the_Internet.php Thu, 26 Jun 2014 03:53:00 EDT The Art of Feeding Time, Part 1 - by Radek Koncewicz http://gamasutra.com/blogs/RadekKoncewicz/20140625/219734/The_Art_of_Feeding_Time_Part_1.php Art,Indie,Smartphone/Tablet The evolution of the art style in Feeding Time, and what we did to take it beyond the typical match-3 aesthetic. http://gamasutra.com/blogs/RadekKoncewicz/20140625/219734/The_Art_of_Feeding_Time_Part_1.php Wed, 25 Jun 2014 05:29:00 EDT