Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Thu, 23 Oct 2014 03:14:59 EDT en-us scarless@think-services.com (Simon Carless) Alternative Sales Strategies for Digital Stores -- Loyalty Programs - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141023/228431/Alternative_Sales_Strategies_for_Digital_Stores__Loyalty_Programs.php Our next topic on sales tactics for digital stores are loyalty programs. While their use in the Game Industry isn't far reaching yet, they are another potential area for digital stores to look into. http://gamasutra.com/blogs/UlyanaChernyak/20141023/228431/Alternative_Sales_Strategies_for_Digital_Stores__Loyalty_Programs.php Thu, 23 Oct 2014 01:35:00 EDT The Musical Box #05: Musical dungeon - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141023/228468/The_Musical_Box_05_Musical_dungeon.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #5: The Legend of Zelda: Skyward Sword http://gamasutra.com/blogs/MarceloMartins/20141023/228468/The_Musical_Box_05_Musical_dungeon.php Thu, 23 Oct 2014 01:35:00 EDT The Musical Box #06: J-Pop RPG - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141023/228469/The_Musical_Box_06_JPop_RPG.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #6: The World Ends with You http://gamasutra.com/blogs/MarceloMartins/20141023/228469/The_Musical_Box_06_JPop_RPG.php Thu, 23 Oct 2014 01:35:00 EDT Inside the Indie Art Process of Archmage Rises - by Thomas Henshell http://gamasutra.com/blogs/ThomasHenshell/20141023/228502/Inside_the_Indie_Art_Process_of_Archmage_Rises.php Thomas Henshell and Rogier van de Beek dive deep into how they make the artwork being produced for Thomas’ upcoming 2D RPG Archmage Rises. http://gamasutra.com/blogs/ThomasHenshell/20141023/228502/Inside_the_Indie_Art_Process_of_Archmage_Rises.php Thu, 23 Oct 2014 01:35:00 EDT Starpoint Gemini 2: How We Survived and Succeeded On Steam Early Access - by Mario Mihokovic http://gamasutra.com/blogs/MarioMihokovic/20141023/228138/Starpoint_Gemini_2_How_We_Survived_and_Succeeded_On_Steam_Early_Access.php Our one year in Early Access had a huge impact on production of Starpoint Gemini 2. As the game grew, we also learned more and more on how Early Access program works and how small dev team can benefit from entire experience... http://gamasutra.com/blogs/MarioMihokovic/20141023/228138/Starpoint_Gemini_2_How_We_Survived_and_Succeeded_On_Steam_Early_Access.php Thu, 23 Oct 2014 01:34:00 EDT The Power of Audience Development for Indies - by Joel Dreskin http://gamasutra.com/blogs/JoelDreskin/20141022/228168/The_Power_of_Audience_Development_for_Indies.php While PR, advertising, channel promotions and other vehicles can perform well for games marketing – with audience and community development, YOU can control and manage communications through the programs you build in these areas. http://gamasutra.com/blogs/JoelDreskin/20141022/228168/The_Power_of_Audience_Development_for_Indies.php Wed, 22 Oct 2014 03:19:00 EDT Can Game Design be Appraised? - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20141022/228296/Can_Game_Design_be_Appraised.php The Game Industry is facing a severe issue of devaluing content which has been our fault and part of it has to do with the problem of understanding and evaluating game design. http://gamasutra.com/blogs/JoshBycer/20141022/228296/Can_Game_Design_be_Appraised.php Wed, 22 Oct 2014 03:19:00 EDT Suddenly, Thousands Post Mortem - by Taro Omiya http://gamasutra.com/blogs/TaroOmiya/20141022/228297/Suddenly_Thousands_Post_Mortem.php Suddenly, Thousands is a mob-controlling puzzle game developed for Bacon Game Jam 08. In this Post Mortem, we discuss the strength in Suddenly, Thousands' level progression, embracing accidents, and danger of making your development process open-source. http://gamasutra.com/blogs/TaroOmiya/20141022/228297/Suddenly_Thousands_Post_Mortem.php Wed, 22 Oct 2014 03:19:00 EDT SIEGE 2014 Investment Conference Lessons and Feedback - by Scott McCutchen http://gamasutra.com/blogs/ScottMcCutchen/20141022/228305/SIEGE_2014_Investment_Conference_Lessons_and_Feedback.php The Southern Interactive Entertainment & Games Expo is one of the largest events of it's kind in the southeast. As a participant in this year's Investment Conference event, I'm about to provide you with some of the lessons I learned during my first pitch. http://gamasutra.com/blogs/ScottMcCutchen/20141022/228305/SIEGE_2014_Investment_Conference_Lessons_and_Feedback.php Wed, 22 Oct 2014 03:19:00 EDT What Does a COPPA Compliant Game Really Look Like? - by Roy Smith http://gamasutra.com/blogs/RoySmith/20141022/228308/What_Does_a_COPPA_Compliant_Game_Really_Look_Like.php Now that the FTC has signaled it will enforce COPPA is the industry’s “wait and see” period finally coming to an end? Read on for my thinking on how mobile games can become COPPA compliant without ruining user acquisition or game flow. http://gamasutra.com/blogs/RoySmith/20141022/228308/What_Does_a_COPPA_Compliant_Game_Really_Look_Like.php Wed, 22 Oct 2014 03:19:00 EDT The Musical Box #02: Mario's Galaxy of Music - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141022/228309/The_Musical_Box_02_Marios_Galaxy_of_Music.php The Musical Box features 30 articles focusing on game music production and implementation. http://gamasutra.com/blogs/MarceloMartins/20141022/228309/The_Musical_Box_02_Marios_Galaxy_of_Music.php Wed, 22 Oct 2014 03:19:00 EDT Volcano Game Jam! - by Thierry Brochart http://gamasutra.com/blogs/ThierryBrochart/20141022/228329/Volcano_Game_Jam.php The Volcano Game Jam, november 14, 15, 16 will be huge! We are honored to have Eric Chahi (Another World...) as president of the jury! http://gamasutra.com/blogs/ThierryBrochart/20141022/228329/Volcano_Game_Jam.php Wed, 22 Oct 2014 03:19:00 EDT Digital Hammer: challenging MOBAs in mobile multiplayer gaming - by Sonja Angesleva http://gamasutra.com/blogs/SonjaAngesleva/20141022/228333/Digital_Hammer_challenging_MOBAs_in_mobile_multiplayer_gaming.php A decade has passed since the early mobile real-time multiplayer games like Botfighters but the market is still waiting for the one title that will define the present and future for real-time multiplayer games. http://gamasutra.com/blogs/SonjaAngesleva/20141022/228333/Digital_Hammer_challenging_MOBAs_in_mobile_multiplayer_gaming.php Wed, 22 Oct 2014 03:19:00 EDT We need games like Hatred. - by Tommi Aijala http://gamasutra.com/blogs/TommiAijala/20141022/228347/We_need_games_like_Hatred.php Ponderings on why the game culture need controversial games like Hatred http://gamasutra.com/blogs/TommiAijala/20141022/228347/We_need_games_like_Hatred.php Wed, 22 Oct 2014 03:19:00 EDT The Musical Box #03: Breaking the Silence - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141022/228348/The_Musical_Box_03_Breaking_the_Silence.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #3: Red Dead Redemption http://gamasutra.com/blogs/MarceloMartins/20141022/228348/The_Musical_Box_03_Breaking_the_Silence.php Wed, 22 Oct 2014 03:19:00 EDT The Musical Box #04: Sonic Boom - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141022/228352/The_Musical_Box_04_Sonic_Boom.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #4: Sonic CD http://gamasutra.com/blogs/MarceloMartins/20141022/228352/The_Musical_Box_04_Sonic_Boom.php Wed, 22 Oct 2014 03:19:00 EDT Batch Processing as an IndieDev - by Bryan Fisher http://gamasutra.com/blogs/BryanFisher/20141022/228393/Batch_Processing_as_an_IndieDev.php Batch Processing helped me to be more efficient in my time management as a solo IndieDev. Here's how I use it. http://gamasutra.com/blogs/BryanFisher/20141022/228393/Batch_Processing_as_an_IndieDev.php Wed, 22 Oct 2014 03:19:00 EDT The Musical Box #01: Spirit "Dynamic" Tracks - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141021/228177/The_Musical_Box_01_Spirit_quotDynamicquot_Tracks.php The Musical Box features 30 articles focusing on game music production and implementation. The first edition is dedicated to the Nintendo DS Game The Legend of Zelda - Spirit Tracks. http://gamasutra.com/blogs/MarceloMartins/20141021/228177/The_Musical_Box_01_Spirit_quotDynamicquot_Tracks.php Tue, 21 Oct 2014 02:01:00 EDT The new game developer challenge: Designing for the next 4 billion Internet consumers - by Raul Otaolea http://gamasutra.com/blogs/RaulOtaolea/20141021/228156/The_new_game_developer_challenge_Designing_for_the_next_4_billion_Internet_consumers.php Raul Otaolea, co-founder and CEO of WiMi5, has 14 years of experience in web games. WiMi5 is building an unprecedented online platform to create, publish and monetize web games so that indie game developers can leverage HTML5 potential. Raul discusses how http://gamasutra.com/blogs/RaulOtaolea/20141021/228156/The_new_game_developer_challenge_Designing_for_the_next_4_billion_Internet_consumers.php Tue, 21 Oct 2014 02:00:00 EDT Just Stop With The Harassment And Bullying Campaigns Already - by E Zachary Knight http://gamasutra.com/blogs/EZacharyKnight/20141021/228178/Just_Stop_With_The_Harassment_And_Bullying_Campaigns_Already.php In which I publicly state my opposition to bullying and harassment in the games industry. http://gamasutra.com/blogs/EZacharyKnight/20141021/228178/Just_Stop_With_The_Harassment_And_Bullying_Campaigns_Already.php Tue, 21 Oct 2014 02:00:00 EDT Monoculture is Death - by Paul Furio http://gamasutra.com/blogs/PaulFurio/20141021/228184/Monoculture_is_Death.php The official stance of SyncBuildRun on #GamerGate, regarding our policy of inclusiveness, diversity, and intolerance of harassment. http://gamasutra.com/blogs/PaulFurio/20141021/228184/Monoculture_is_Death.php Tue, 21 Oct 2014 02:00:00 EDT Alternative Sales Strategies for Digital Stores -- Cross Game Promotions - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141021/228199/Alternative_Sales_Strategies_for_Digital_Stores__Cross_Game_Promotions.php Continuing our look at sales strategies, we come to the use of cross game promotions as a way to leverage IPs together to get more visibility and sales. http://gamasutra.com/blogs/UlyanaChernyak/20141021/228199/Alternative_Sales_Strategies_for_Digital_Stores__Cross_Game_Promotions.php Tue, 21 Oct 2014 02:00:00 EDT Hype in Games: A Comparison of Shadow of Mordor's success & Destiny's disappointment - by Raven Kelly Smith http://gamasutra.com/blogs/RavenKellySmith/20141021/228209/Hype_in_Games_A_Comparison_of_Shadow_of_Mordors_success__Destinys_disappointment.php A comparison between Bungie's Destiny and Monolith's Shadow of Mordor, and the reasoning behind the wide felt disappointment behind Destiny and the perceived success of Shadow of Mordor. http://gamasutra.com/blogs/RavenKellySmith/20141021/228209/Hype_in_Games_A_Comparison_of_Shadow_of_Mordors_success__Destinys_disappointment.php Tue, 21 Oct 2014 02:00:00 EDT Of Moons and (Sprinting) Men - A Retrospective Interview with Santa Ragione - by Darius Drake http://gamasutra.com/blogs/DariusDrake/20141021/228210/Of_Moons_and_Sprinting_Men__A_Retrospective_Interview_with_Santa_Ragione.php With Mirrormoon EP being a full year behind us, and their next big title just weeks away, I chat with the devs from Santa Ragione about game design and their interesting job as indies. http://gamasutra.com/blogs/DariusDrake/20141021/228210/Of_Moons_and_Sprinting_Men__A_Retrospective_Interview_with_Santa_Ragione.php Tue, 21 Oct 2014 02:00:00 EDT 'Hatred' and its senseless quest to be... like almost every other game out there... - by Sergio Rosa http://gamasutra.com/blogs/SergioRosa/20141021/228215/Hatred_and_its_senseless_quest_to_be_like_almost_every_other_game_out_there.php This "so-ultra-violent" 'Hatred' videogame is doing exactly the same thing other games have done in the past, but for some reason a lot of people react like they just realized evil exists in the world. http://gamasutra.com/blogs/SergioRosa/20141021/228215/Hatred_and_its_senseless_quest_to_be_like_almost_every_other_game_out_there.php Tue, 21 Oct 2014 02:00:00 EDT Music and Sound Effects in Unity - by Marc Breaux http://gamasutra.com/blogs/MarcBreaux/20141021/228259/Music_and_Sound_Effects_in_Unity.php In this week's PuckMania dev blog, we share simple techniques used to load in audio clips for SFX and music in Unity, as well as manage their volume. http://gamasutra.com/blogs/MarcBreaux/20141021/228259/Music_and_Sound_Effects_in_Unity.php Tue, 21 Oct 2014 02:00:00 EDT If you're Playing Games, you're Already Training your Brain - by Yannis Patras http://gamasutra.com/blogs/YannisPatras/20141021/228271/If_youre_Playing_Games_youre_Already_Training_your_Brain.php Brain training is heavily built around neuroplasticity's premises. But neuroplasticity doesn't need elaborate scientific exercises to kick in. All it needs is an entertaining context, a challenging environment, and time! And these sound very familiar... http://gamasutra.com/blogs/YannisPatras/20141021/228271/If_youre_Playing_Games_youre_Already_Training_your_Brain.php Tue, 21 Oct 2014 02:00:00 EDT Indie-viduals: overcoming three obstacles when making games on your own - by Pieter Smal http://gamasutra.com/blogs/PieterSmal/20141021/228276/Indieviduals_overcoming_three_obstacles_when_making_games_on_your_own.php Indie Developers should overcome three obstacles when creating a successful game. http://gamasutra.com/blogs/PieterSmal/20141021/228276/Indieviduals_overcoming_three_obstacles_when_making_games_on_your_own.php Tue, 21 Oct 2014 02:00:00 EDT Developing Games with Random Number Generators - by Charlotte Walker http://gamasutra.com/blogs/CharlotteWalker/20141021/228292/Developing_Games_with_Random_Number_Generators.php In the olden days of Atari, developing games with Random Number Generators wasn't just hard - it was impossible. Today's programmers still have a similar problem: finding a true random. Let's review random number generators, when to use them and how. http://gamasutra.com/blogs/CharlotteWalker/20141021/228292/Developing_Games_with_Random_Number_Generators.php Tue, 21 Oct 2014 02:00:00 EDT Level up - Designing Ed Games that Grow with the Child - by Nancy MacIntyre http://gamasutra.com/blogs/NancyMacIntyre/20141021/228212/Level_up__Designing_Ed_Games_that_Grow_with_the_Child.php What drives success for developers in the kids’ educational games space? Top leaders in the kids’ educational apps space debate these topics at the Digital Kids Conference. http://gamasutra.com/blogs/NancyMacIntyre/20141021/228212/Level_up__Designing_Ed_Games_that_Grow_with_the_Child.php Tue, 21 Oct 2014 01:17:00 EDT Unite against harassment and stop the pointless fighting over GamerGate - by Rune Skovbo Johansen http://gamasutra.com/blogs/RuneSkovboJohansen/20141020/228093/Unite_against_harassment_and_stop_the_pointless_fighting_over_GamerGate.php In this opinion piece, the argument is made that harassment could be fought more effectively if pro- and anti-GamerGate people joined forces. The many different subjects and standpoints in the matter are analyzed to try to bring nuance to the discussion. http://gamasutra.com/blogs/RuneSkovboJohansen/20141020/228093/Unite_against_harassment_and_stop_the_pointless_fighting_over_GamerGate.php Mon, 20 Oct 2014 02:41:00 EDT GamerGate Moderates: Addressing the Reasonable Grievances - by Peter Randol http://gamasutra.com/blogs/PeterRandol/20141020/228077/GamerGate_Moderates_Addressing_the_Reasonable_Grievances.php A look at how the grievances of GamerGate can be addressed. This is not an approval of the movement but what "moderate GamerGaters" often say as the main purpose for their movement. http://gamasutra.com/blogs/PeterRandol/20141020/228077/GamerGate_Moderates_Addressing_the_Reasonable_Grievances.php Mon, 20 Oct 2014 02:37:00 EDT Is it really a bad game? A thought on game polishing! - by Eric Reis http://gamasutra.com/blogs/EricReis/20141020/228060/Is_it_really_a_bad_game_A_thought_on_game_polishing.php It is common to see around that "polishing won't make a bad game good". But I found this very misleading, as it implies that you should save your efforts. But what if a good game feels bad due to lack of polishing? http://gamasutra.com/blogs/EricReis/20141020/228060/Is_it_really_a_bad_game_A_thought_on_game_polishing.php Mon, 20 Oct 2014 02:36:00 EDT Why Players Can't Stop Playing Destiny - by Cary Chichester http://gamasutra.com/blogs/CaryChichester/20141020/228143/Why_Players_Cant_Stop_Playing_Destiny.php Looking at some of the reasons players have for wanting to quit Destiny and why they are still hooked. http://gamasutra.com/blogs/CaryChichester/20141020/228143/Why_Players_Cant_Stop_Playing_Destiny.php Mon, 20 Oct 2014 02:36:00 EDT Developer threatens legal action against allegedly “cloned” Kickstarter game - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20141020/228147/Developer_threatens_legal_action_against_allegedly_cloned_Kickstarter_game.php Game attorney Zachary Strebeck looks at the threat of legal action by Indie Boards & Cards against a recently-funded Kickstarter project, Moriarty’s Machinations. Is it really a clone, or do the threats have no basis in the law? http://gamasutra.com/blogs/ZacharyStrebeck/20141020/228147/Developer_threatens_legal_action_against_allegedly_cloned_Kickstarter_game.php Mon, 20 Oct 2014 02:36:00 EDT League of Legends - The Potential of A/B Testing - by Eduardo Cabrera http://gamasutra.com/blogs/EduardoCabrera/20141020/227964/League_of_Legends__The_Potential_of_AB_Testing.php The purpose of this entry is to focus on the properties of A/B testing and how it can impact the game League of Legends by Riot Games and the eSports scene. First we must define A/B Testing; it’s a method used to test two or more features simultaneously. http://gamasutra.com/blogs/EduardoCabrera/20141020/227964/League_of_Legends__The_Potential_of_AB_Testing.php Mon, 20 Oct 2014 02:12:00 EDT Global or Nothing! - by Miguel Bernal-Merino http://gamasutra.com/blogs/MiguelBernalMerino/20141020/228069/Global_or_Nothing.php If you believe that thinking outside the box is difficult, try thinking outside your country! Yet this is what you need if you want to survive in today's global market. http://gamasutra.com/blogs/MiguelBernalMerino/20141020/228069/Global_or_Nothing.php Mon, 20 Oct 2014 02:12:00 EDT A Defense of Randomness in Competitive Games - by Brian Rockwell http://gamasutra.com/blogs/BrianRockwell/20141020/228083/A_Defense_of_Randomness_in_Competitive_Games.php Competitive play in all mediums engages players and spectators, but digital games are uniquely positioned to take advantage of randomness in a way with which physical games would be ill-equipped to replicate. http://gamasutra.com/blogs/BrianRockwell/20141020/228083/A_Defense_of_Randomness_in_Competitive_Games.php Mon, 20 Oct 2014 02:12:00 EDT Alternative Sales Strategies for Digital Stores -- Coupons - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141020/228088/Alternative_Sales_Strategies_for_Digital_Stores__Coupons.php The use of digital distribution has made it easier to use a variety of sales tactics and this series looks at some of the new ones developers have access to. Starting with the simple use of coupons. http://gamasutra.com/blogs/UlyanaChernyak/20141020/228088/Alternative_Sales_Strategies_for_Digital_Stores__Coupons.php Mon, 20 Oct 2014 02:12:00 EDT Button Space & Zelda - by Christopher Gile http://gamasutra.com/blogs/ChristopherGile/20141020/228105/Button_Space__Zelda.php How button space impacts level design and how we can mitigate that problem. http://gamasutra.com/blogs/ChristopherGile/20141020/228105/Button_Space__Zelda.php Mon, 20 Oct 2014 02:12:00 EDT RymdResa Devlog #2 - by Kimdela Morgondag http://gamasutra.com/blogs/KimdelaMorgondag/20141020/228110/RymdResa_Devlog_2.php We're getting closer to the release! Right now we're writing diary pods to chapter 2 and 3, painting graphics to chapter and improving the zone-system. http://gamasutra.com/blogs/KimdelaMorgondag/20141020/228110/RymdResa_Devlog_2.php Mon, 20 Oct 2014 02:12:00 EDT Emergent Genre - by Matthew Jenkin http://gamasutra.com/blogs/MatthewJenkin/20141020/228121/Emergent_Genre.php Some ponderings on the current state of game genres, with speculation on why and how they could be better defined. http://gamasutra.com/blogs/MatthewJenkin/20141020/228121/Emergent_Genre.php Mon, 20 Oct 2014 02:12:00 EDT Snowflake: One Year On - Mechanical Metaphors in a Charity Game - by Shaun Leach http://gamasutra.com/blogs/ShaunLeach/20141020/228157/Snowflake_One_Year_On__Mechanical_Metaphors_in_a_Charity_Game.php One year on, we look back on Snowflake, the innovative charity game we developed for Home-Start which was recently nominated for an award. http://gamasutra.com/blogs/ShaunLeach/20141020/228157/Snowflake_One_Year_On__Mechanical_Metaphors_in_a_Charity_Game.php Mon, 20 Oct 2014 02:12:00 EDT Breaking gender and racial barriers in Netrunner - by Eric Caoili http://gamasutra.com/blogs/EricCaoili/20141020/228144/Breaking_gender_and_racial_barriers_in_Netrunner.php Netrunner is one of the most progressive games in terms of gender and minority representation, but its playerbase doesn't reflect that diversity. I talked with the game's lead designer about that discrepancy and the toxic nature of some competitive games. http://gamasutra.com/blogs/EricCaoili/20141020/228144/Breaking_gender_and_racial_barriers_in_Netrunner.php Mon, 20 Oct 2014 01:56:00 EDT Zen Game Development: How process over product keeps motivation alive - by Gabriel Cornish http://gamasutra.com/blogs/GabrielCornish/20141017/227978/Zen_Game_Development_How_process_over_product_keeps_motivation_alive.php Keeping motivation alive long enough to see your game projected completed is challenging. I talk about some practical tips on how to keep motivation alive without wearing yourself out. http://gamasutra.com/blogs/GabrielCornish/20141017/227978/Zen_Game_Development_How_process_over_product_keeps_motivation_alive.php Fri, 17 Oct 2014 12:17:00 EDT Steam's Workshop and the Power of Consumer Creativity - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141017/228004/Steams_Workshop_and_the_Power_of_Consumer_Creativity.php Today's post takes a closer look at why the Steam Workshop is a big deal for both developers and consumers and how they can both profit from it. http://gamasutra.com/blogs/UlyanaChernyak/20141017/228004/Steams_Workshop_and_the_Power_of_Consumer_Creativity.php Fri, 17 Oct 2014 12:17:00 EDT Infinitesimal Offset Meshes - by Thomas Young http://gamasutra.com/blogs/ThomasYoung/20141017/228040/Infinitesimal_Offset_Meshes.php A technique we use in PathEngine with offset mesh vertices to eliminate a bunch of special case conditions, such as vertex crossings and exactly on edge points, and simplify our mesh based geometry. http://gamasutra.com/blogs/ThomasYoung/20141017/228040/Infinitesimal_Offset_Meshes.php Fri, 17 Oct 2014 12:17:00 EDT The game world is violent, I must be careful who to trust - by Wai Yen Tang http://gamasutra.com/blogs/WaiYenTang/20141017/228046/The_game_world_is_violent_I_must_be_careful_who_to_trust.php Two studies investigate the psychological processes underlying short- and long-term effects of video game violence on interpersonal trust. http://gamasutra.com/blogs/WaiYenTang/20141017/228046/The_game_world_is_violent_I_must_be_careful_who_to_trust.php Fri, 17 Oct 2014 12:17:00 EDT Reality Check: Game Design and Empathy - by Mark Venturelli http://gamasutra.com/blogs/MarkVenturelli/20141017/228048/Reality_Check_Game_Design_and_Empathy.php Empathy is the most important game design skill you could ever develop. http://gamasutra.com/blogs/MarkVenturelli/20141017/228048/Reality_Check_Game_Design_and_Empathy.php Fri, 17 Oct 2014 12:17:00 EDT A Farewell Letter to GamerGate - by James Beech http://gamasutra.com/blogs/JamesBeech/20141016/227866/A_Farewell_Letter_to_GamerGate.php A veteran game developer weighs in on the life, and apparent death, of GamerGate http://gamasutra.com/blogs/JamesBeech/20141016/227866/A_Farewell_Letter_to_GamerGate.php Thu, 16 Oct 2014 06:57:00 EDT The Role of Luck: Why RNG isn't the answer - by Elyot Grant http://gamasutra.com/blogs/ElyotGrant/20141016/227436/The_Role_of_Luck_Why_RNG_isnt_the_answer.php Hearthstone's design team told us we'd be crazy to make a game without luck. But here's the secret to why games without luck are actually more addictive, and players are far better off without it (contrary to what most AAA studios would have you believe). http://gamasutra.com/blogs/ElyotGrant/20141016/227436/The_Role_of_Luck_Why_RNG_isnt_the_answer.php Thu, 16 Oct 2014 02:09:00 EDT Screencheat Beta Post Mortem - Why we chose a free beta instead of Early Access and how that worked out for us - by Chris Wright http://gamasutra.com/blogs/ChrisWright/20141016/227685/Screencheat_Beta_Post_Mortem__Why_we_chose_a_free_beta_instead_of_Early_Access_and_how_that_worked_out_for_us.php Why we chose a free beta instead of chasing Early Access dollars http://gamasutra.com/blogs/ChrisWright/20141016/227685/Screencheat_Beta_Post_Mortem__Why_we_chose_a_free_beta_instead_of_Early_Access_and_how_that_worked_out_for_us.php Thu, 16 Oct 2014 01:32:00 EDT What We Can Learn From Teens Making Games - by Tom Swanson http://gamasutra.com/blogs/TomSwanson/20141016/227847/What_We_Can_Learn_From_Teens_Making_Games.php During summer of 2014, foundry10 had 4 high school age interns pursue their goal of making a video game. With a focus on minimal structure, the program offered insight into how game creation impacts learning and how it can be used as a tool for students. http://gamasutra.com/blogs/TomSwanson/20141016/227847/What_We_Can_Learn_From_Teens_Making_Games.php Thu, 16 Oct 2014 01:32:00 EDT Game Categorization: Randomness - by Jesse Karoubas http://gamasutra.com/blogs/JesseKaroubas/20141016/227856/Game_Categorization_Randomness.php Randomness is a major part of many games, whether board games, computer/video games, or many others. In my studies, I have distilled four general categories for randomness found in games, illustrated using dice, cards, rock-paper-sissors, and tic-tac-toe. http://gamasutra.com/blogs/JesseKaroubas/20141016/227856/Game_Categorization_Randomness.php Thu, 16 Oct 2014 01:32:00 EDT Indie Game Analytics 101 (part 1 – five terms) - by Dylan Jones http://gamasutra.com/blogs/DylanJones/20141016/227903/Indie_Game_Analytics_101_part_1__five_terms.php A starting point for analytics every indie should know, not just to pay the bills but also to check that players are seeing your true creative vision. http://gamasutra.com/blogs/DylanJones/20141016/227903/Indie_Game_Analytics_101_part_1__five_terms.php Thu, 16 Oct 2014 01:32:00 EDT Tutorials, Tips, and Text in Unity - by Marc Breaux http://gamasutra.com/blogs/MarcBreaux/20141016/227953/Tutorials_Tips_and_Text_in_Unity.php A simple system to designate game events on a per-level basis in Unity. Useful for displaying tutorial pop-ups or other graphics at various times in a particular level. http://gamasutra.com/blogs/MarcBreaux/20141016/227953/Tutorials_Tips_and_Text_in_Unity.php Thu, 16 Oct 2014 01:32:00 EDT 4 Ways to Avoid Burnout as an IndieDev - by Bryan Fisher http://gamasutra.com/blogs/BryanFisher/20141016/227963/4_Ways_to_Avoid_Burnout_as_an_IndieDev.php In my previous career in the military, I burned out, hard. In the game development scene, people seem to be burning out as well, so I give 4 tips on how to avoid it, because I never plan on burning out again. http://gamasutra.com/blogs/BryanFisher/20141016/227963/4_Ways_to_Avoid_Burnout_as_an_IndieDev.php Thu, 16 Oct 2014 01:32:00 EDT Looting Game Design Gold from *Sid Meier's Pirates!* - by Thomas Henshell http://gamasutra.com/blogs/ThomasHenshell/20141016/227972/Looting_Game_Design_Gold_from_Sid_Meiers_Pirates.php Stealing game design gems from one of the best games ever made. http://gamasutra.com/blogs/ThomasHenshell/20141016/227972/Looting_Game_Design_Gold_from_Sid_Meiers_Pirates.php Thu, 16 Oct 2014 01:32:00 EDT Hidden Narrative in Games and Literature - by Daniel Shumway http://gamasutra.com/blogs/DanielShumway/20141015/227315/Hidden_Narrative_in_Games_and_Literature.php I posit that there is a story genre that falls under the heading of "hidden narrative", and that those stories share a common theme. http://gamasutra.com/blogs/DanielShumway/20141015/227315/Hidden_Narrative_in_Games_and_Literature.php Wed, 15 Oct 2014 02:02:00 EDT Trust is stronger than control - by Antti Makkonen http://gamasutra.com/blogs/AnttiMakkonen/20141015/227724/Trust_is_stronger_than_control.php Game development processes should not try to substitute trust by trying to get more control. Ability to trust the team is more productive than strict processes that run smoothly. http://gamasutra.com/blogs/AnttiMakkonen/20141015/227724/Trust_is_stronger_than_control.php Wed, 15 Oct 2014 02:02:00 EDT