Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Fri, 19 Dec 2014 10:42:46 EST en-us scarless@think-services.com (Simon Carless) Sabotaz Inc. Post Mortem Part II: Graphics and Music - by Vasileios Karavasilis http://gamasutra.com/blogs/VasileiosKaravasilis/20141219/232789/Sabotaz_Inc_Post_Mortem_Part_II_Graphics_and_Music.php In this article I try to give you an inside look on how the development process of our game Sabotaz Inc. went! In the second part I tackle Art and Music. http://gamasutra.com/blogs/VasileiosKaravasilis/20141219/232789/Sabotaz_Inc_Post_Mortem_Part_II_Graphics_and_Music.php Fri, 19 Dec 2014 01:27:00 EST What Developers Can Do About Pirating Games - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141219/232815/What_Developers_Can_Do_About_Pirating_Games.php Piracy is a serious concern for game developers and today's post looks at some of the options available to designers to try and combat piracy. http://gamasutra.com/blogs/UlyanaChernyak/20141219/232815/What_Developers_Can_Do_About_Pirating_Games.php Fri, 19 Dec 2014 01:27:00 EST The Relief of Cancelling A Project To Work On Something Better - by Tony Yotes http://gamasutra.com/blogs/TonyYotes/20141219/232821/The_Relief_of_Cancelling_A_Project_To_Work_On_Something_Better.php I finished up the HUD and stared at it. I pulled up the app icon and stared at that too. I finally gave into the voice that kept saying "This isn't going well." and imagined how much happier I'd be if I could just start my dream project. Why stop myself? http://gamasutra.com/blogs/TonyYotes/20141219/232821/The_Relief_of_Cancelling_A_Project_To_Work_On_Something_Better.php Fri, 19 Dec 2014 01:27:00 EST Hiring a gamedev artist? Here are some things to keep in mind - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20141219/232822/Hiring_a_gamedev_artist_Here_are_some_things_to_keep_in_mind.php Game lawyer Zachary Strebeck interviews game artists Art Vogt and Lux for some opinions on how game developers should deal with paying their artists. http://gamasutra.com/blogs/ZacharyStrebeck/20141219/232822/Hiring_a_gamedev_artist_Here_are_some_things_to_keep_in_mind.php Fri, 19 Dec 2014 01:27:00 EST Game Localization Issues Part I: Time Estimation - by Pawel Rewinski http://gamasutra.com/blogs/PawelRewinski/20141219/232906/Game_Localization_Issues_Part_I_Time_Estimation.php The first part of a series of articles on issues which arise during the process of games localization and linguistic testing. This post is focused on time estimation issues. http://gamasutra.com/blogs/PawelRewinski/20141219/232906/Game_Localization_Issues_Part_I_Time_Estimation.php Fri, 19 Dec 2014 01:27:00 EST Tencent turning more attention to overseas mobile game developers - by Karvin Sun http://gamasutra.com/blogs/KarvinSun/20141218/232655/Tencent_turning_more_attention_to_overseas_mobile_game_developers.php Tencent has been urgently looking for heavy games that can be exclusively released on its own platforms WeChat and Mobile QQ, and achieved cooperation with several game developers from both home and aboard. http://gamasutra.com/blogs/KarvinSun/20141218/232655/Tencent_turning_more_attention_to_overseas_mobile_game_developers.php Thu, 18 Dec 2014 08:14:00 EST Interstellar and Indie Games; The Risk and Thrill of Exploration - by Kee-Won Hong http://gamasutra.com/blogs/KeeWonHong/20141218/232629/Interstellar_and_Indie_Games_The_Risk_and_Thrill_of_Exploration.php Time is our most precious resource - every human has a finite amount and no way to create more; every minute spent building a game is an investment...we need to celebrate the bravery required to commit to a new endeavor and move our art forward, together. http://gamasutra.com/blogs/KeeWonHong/20141218/232629/Interstellar_and_Indie_Games_The_Risk_and_Thrill_of_Exploration.php Thu, 18 Dec 2014 03:55:00 EST Legal News: Killzone and UFC class action lawsuits, Google Play issues IAP refunds - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20141218/232656/Legal_News_Killzone_and_UFC_class_action_lawsuits_Google_Play_issues_IAP_refunds.php Game lawyer Zachary Strebeck has a roundup of three game-related legal news stories that broke this week, concerning Sony's Killzone: Shadowfall, the Google Play store's IAP refunds and the UFC anti-trust lawsuit. http://gamasutra.com/blogs/ZacharyStrebeck/20141218/232656/Legal_News_Killzone_and_UFC_class_action_lawsuits_Google_Play_issues_IAP_refunds.php Thu, 18 Dec 2014 03:55:00 EST Postbug Technical Overview: Compiling C# to Javascript - by George Hemingway http://gamasutra.com/blogs/GeorgeHemingway/20141218/232657/Postbug_Technical_Overview_Compiling_C_to_Javascript.php My new Postbug game was developed in C# and compiled to Javascript using Erik Kallen's Saltarelle Compiler. This allows for the game to be developed with a statically typed language and run in the browser on a wide range of platforms. http://gamasutra.com/blogs/GeorgeHemingway/20141218/232657/Postbug_Technical_Overview_Compiling_C_to_Javascript.php Thu, 18 Dec 2014 03:55:00 EST Ethan: Meteor Hunter - The bomb of an indie platformer that sold 100,000 units - by Olivier Penot http://gamasutra.com/blogs/OlivierPenot/20141218/232669/Ethan_Meteor_Hunter__The_bomb_of_an_indie_platformer_that_sold_100000_units.php What happened to Ethan: Meteor Hunter, the indie puzzle platformer which only sold 127 units one year ago? http://gamasutra.com/blogs/OlivierPenot/20141218/232669/Ethan_Meteor_Hunter__The_bomb_of_an_indie_platformer_that_sold_100000_units.php Thu, 18 Dec 2014 03:55:00 EST Finding Unity With The Rift: A Rollercoaster Release Ride - by Sam Watts http://gamasutra.com/blogs/SamWatts/20141218/232687/Finding_Unity_With_The_Rift_A_Rollercoaster_Release_Ride.php A look back at the year that was 2014 for Tammeka Games, from conception to release on Steam Early Access for 'Radial-G : Racing Revolved', with an emphasis on how the team utilised Unity3D http://gamasutra.com/blogs/SamWatts/20141218/232687/Finding_Unity_With_The_Rift_A_Rollercoaster_Release_Ride.php Thu, 18 Dec 2014 03:55:00 EST Mod-ern game development - by Vegard Myklebust http://gamasutra.com/blogs/VegardMyklebust/20141218/232770/Modern_game_development.php In this blog-post we share some tips and tricks we've used for making Ludus easily mod-able right from the start. http://gamasutra.com/blogs/VegardMyklebust/20141218/232770/Modern_game_development.php Thu, 18 Dec 2014 03:55:00 EST Making Your PC Game Resolution Agnostic - Solving the Resolution Problem - by Ian Martin http://gamasutra.com/blogs/IanMartin/20141218/232772/Making_Your_PC_Game_Resolution_Agnostic__Solving_the_Resolution_Problem.php One of the biggest problems with creating a PC game is figuring out what resolution to use, and how to give the users the same, or at least a very similar, experience regardless of the size of screen with which they view the game. http://gamasutra.com/blogs/IanMartin/20141218/232772/Making_Your_PC_Game_Resolution_Agnostic__Solving_the_Resolution_Problem.php Thu, 18 Dec 2014 03:55:00 EST 15 Amazing Game Landing Pages You Need to See - by Szilard Szasz-Toth http://gamasutra.com/blogs/SzilardSzaszToth/20141218/232783/15_Amazing_Game_Landing_Pages_You_Need_to_See.php Here is a list of 15 really great game landing pages that should get you inspired to build your own page! http://gamasutra.com/blogs/SzilardSzaszToth/20141218/232783/15_Amazing_Game_Landing_Pages_You_Need_to_See.php Thu, 18 Dec 2014 03:55:00 EST The Prismata AI: How I learned to stop worrying and love the bots - by Dave Churchill http://gamasutra.com/blogs/DaveChurchill/20141218/232647/The_Prismata_AI_How_I_learned_to_stop_worrying_and_love_the_bots.php How I coded the AI for a game with at least as many game states as atoms in the Milky Way Galaxy! Let’s dive into an overview of the AI in Prismata: from initial motivations all the way to the bot that played ladder against humans. http://gamasutra.com/blogs/DaveChurchill/20141218/232647/The_Prismata_AI_How_I_learned_to_stop_worrying_and_love_the_bots.php Thu, 18 Dec 2014 03:33:00 EST The Network Effect of Mobile Liquidity - by Jeff Solomon http://gamasutra.com/blogs/JeffSolomon/20141218/232652/The_Network_Effect_of_Mobile_Liquidity.php How to exponentially increase engagement by integrating group chat http://gamasutra.com/blogs/JeffSolomon/20141218/232652/The_Network_Effect_of_Mobile_Liquidity.php Thu, 18 Dec 2014 03:33:00 EST Wolfram language integrated into Unity and Raspberry Pi - by Lien Ly http://gamasutra.com/blogs/LienLy/20141218/232630/Wolfram_language_integrated_into_Unity_and_Raspberry_Pi.php My thoughts on Wolfram language and its integration to Raspberry Pi http://gamasutra.com/blogs/LienLy/20141218/232630/Wolfram_language_integrated_into_Unity_and_Raspberry_Pi.php Thu, 18 Dec 2014 03:10:00 EST New Game Project! - by Casey Sinclair http://gamasutra.com/blogs/CaseySinclair/20141217/232621/New_Game_Project.php Just rambling about a dungeon game I am creating. http://gamasutra.com/blogs/CaseySinclair/20141217/232621/New_Game_Project.php Wed, 17 Dec 2014 02:16:00 EST From Game Balance and Meta-Game to Matchup Prediction: Understanding the Street Fighter Tier List - by Eduardo Graells http://gamasutra.com/blogs/EduardoGraells/20141217/232531/From_Game_Balance_and_MetaGame_to_Matchup_Prediction_Understanding_the_Street_Fighter_Tier_List.php This post is an the analysis of the game balance in Super Street Fighter IV. We analyze it using statistical methods and machine learning techniques, to see what can we learn in terms of the meta game, as well as to evaluate if the game is balanced. http://gamasutra.com/blogs/EduardoGraells/20141217/232531/From_Game_Balance_and_MetaGame_to_Matchup_Prediction_Understanding_the_Street_Fighter_Tier_List.php Wed, 17 Dec 2014 01:52:00 EST "This isn't anything like Grandma's Boy" - New Book: Developer's Dilemma - by Casey ODonnell http://gamasutra.com/blogs/CaseyODonnell/20141217/232482/quotThis_isnt_anything_like_Grandmas_Boyquot__New_Book_Developers_Dilemma.php An introduction to and excerpt from Casey O'Donnell's new book, Developer's Dilemma: The Secret World of Videogame Creators, published by MIT Press. It is an ethnographic account of the everyday lives of game developers at the height of the console era. http://gamasutra.com/blogs/CaseyODonnell/20141217/232482/quotThis_isnt_anything_like_Grandmas_Boyquot__New_Book_Developers_Dilemma.php Wed, 17 Dec 2014 01:51:00 EST This isn't Censorship, it's Intelligence - by Ryan Morrison http://gamasutra.com/blogs/RyanMorrison/20141217/232496/This_isnt_Censorship_its_Intelligence.php You've probably seen by now that Hatred has been pulled by Steam. In what shouldn't be much a surprise, a game trying to cross the line, well, crossed the line. Here's why that's a great thing. http://gamasutra.com/blogs/RyanMorrison/20141217/232496/This_isnt_Censorship_its_Intelligence.php Wed, 17 Dec 2014 01:51:00 EST How the Indie Market has Blocked Cloning - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141217/232503/How_the_Indie_Market_has_Blocked_Cloning.php Today's post examines how the PC Indie market has been combating the issue of cloning that has plagued mobile development thanks to a focus on quality. However what has helped against cloning also makes it hard to release titles on the mobile market. http://gamasutra.com/blogs/UlyanaChernyak/20141217/232503/How_the_Indie_Market_has_Blocked_Cloning.php Wed, 17 Dec 2014 01:51:00 EST Reading the Morning IndieDev Newspaper - by Bryan Fisher http://gamasutra.com/blogs/BryanFisher/20141217/232508/Reading_the_Morning_IndieDev_Newspaper.php While I've found some tutorials and classes to take in learning IndieDev, I wasn't sure if there should be something I read every morning. Here's my current morning IndieDev Newspaper. http://gamasutra.com/blogs/BryanFisher/20141217/232508/Reading_the_Morning_IndieDev_Newspaper.php Wed, 17 Dec 2014 01:51:00 EST Steam Early Access – Good, Bad, Ugly? - by Pablo Rodriguez-Valero http://gamasutra.com/blogs/PabloRodriguezValero/20141217/232509/Steam_Early_Access__Good_Bad_Ugly.php Pablo Rodriguez, Creative Director of SKARA, The Blade Remains highlights the problems with Valve’s recent move to establish more rules and guidelines for STEAM Early Access. http://gamasutra.com/blogs/PabloRodriguezValero/20141217/232509/Steam_Early_Access__Good_Bad_Ugly.php Wed, 17 Dec 2014 01:51:00 EST Informed Decisions and their role on Game Design - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20141217/232510/Informed_Decisions_and_their_role_on_Game_Design.php Today's post explores the concept of informed decision making and how games can succeed or fail with teaching the player how to understand and master the game mechanics. http://gamasutra.com/blogs/JoshBycer/20141217/232510/Informed_Decisions_and_their_role_on_Game_Design.php Wed, 17 Dec 2014 01:51:00 EST Free-to-Play Challenges and Opportunities - by Michael Klotz http://gamasutra.com/blogs/MichaelKlotz/20141217/232513/FreetoPlay_Challenges_and_Opportunities.php Free-to-Play games and Pay-to-Play games are clearly competing markets with 3 out of 4 gamers playing both types. Let's take a closer look at gamers that overlap these two business models, as well as the challenges and opportunities that lie ahead. http://gamasutra.com/blogs/MichaelKlotz/20141217/232513/FreetoPlay_Challenges_and_Opportunities.php Wed, 17 Dec 2014 01:51:00 EST Narrative game design and Telltale Games: The Game of Thrones – Iron from Ice. - by Mika Ignatius http://gamasutra.com/blogs/MikaIgnatius/20141217/232522/Narrative_game_design_and_Telltale_Games_The_Game_of_Thrones__Iron_from_Ice.php Does Telltale Games: The Game of Thrones - Iron from Ice, meet the expectations of tackling huge world with emphasis on politics? Why are narrative games not giving players enough freedom? Story trees, why can't we make them bigger, and how can we? http://gamasutra.com/blogs/MikaIgnatius/20141217/232522/Narrative_game_design_and_Telltale_Games_The_Game_of_Thrones__Iron_from_Ice.php Wed, 17 Dec 2014 01:51:00 EST Our experience as an inexperienced Game Studio: Chapter 5 - by Victor Albis http://gamasutra.com/blogs/VictorAlbis/20141217/232583/Our_experience_as_an_inexperienced_Game_Studio_Chapter_5.php This is the fifth post about life inside an indie game studio from Colombia. We talk about our challenges, our need to focus, all the hardships as well as all the good things that we go through as game developers. http://gamasutra.com/blogs/VictorAlbis/20141217/232583/Our_experience_as_an_inexperienced_Game_Studio_Chapter_5.php Wed, 17 Dec 2014 01:51:00 EST Our experience as an inexperienced Game Studio: Chapter 2 - by Victor Albis http://gamasutra.com/blogs/VictorAlbis/20141217/232585/Our_experience_as_an_inexperienced_Game_Studio_Chapter_2.php This is the second post about life inside an indie game studio from Colombia. We talk about our challenges, our need to focus, all the hardships as well as all the good things that we go through as game developers. http://gamasutra.com/blogs/VictorAlbis/20141217/232585/Our_experience_as_an_inexperienced_Game_Studio_Chapter_2.php Wed, 17 Dec 2014 01:51:00 EST Comprehensive and elegant memory pooling for Unity - by Radu Danciu http://gamasutra.com/blogs/RaduDanciu/20141216/230505/Comprehensive_and_elegant_memory_pooling_for_Unity.php A high level overview of advanced memory pooling directions in Unity. http://gamasutra.com/blogs/RaduDanciu/20141216/230505/Comprehensive_and_elegant_memory_pooling_for_Unity.php Tue, 16 Dec 2014 01:24:00 EST Communication For The Win - by Keaton White http://gamasutra.com/blogs/KeatonWhite/20141216/232206/Communication_For_The_Win.php A discussion of the importance of communication as a core component of collaboration in game development and a few lessons on ways to promote positive and effective communication within the team. http://gamasutra.com/blogs/KeatonWhite/20141216/232206/Communication_For_The_Win.php Tue, 16 Dec 2014 01:24:00 EST Examining "Cloning" in the Mobile Market - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141216/232401/Examining_quotCloningquot_in_the_Mobile_Market.php Cloning is a big problem facing mobile developers and today's post looks at what it is and why it's also very hard to stop. http://gamasutra.com/blogs/UlyanaChernyak/20141216/232401/Examining_quotCloningquot_in_the_Mobile_Market.php Tue, 16 Dec 2014 01:24:00 EST Battle Royale and The Origins Of Super Smash - by Nathan Ware http://gamasutra.com/blogs/NathanWare/20141216/232411/Battle_Royale_and_The_Origins_Of_Super_Smash.php If we want to understand the comparisons of Playstation All-Stars: Battle Royale and Super Smash Bros. first we need some context. http://gamasutra.com/blogs/NathanWare/20141216/232411/Battle_Royale_and_The_Origins_Of_Super_Smash.php Tue, 16 Dec 2014 01:24:00 EST Games rule the iTunes App Store: Most popular genres revealed - by Simon Hill http://gamasutra.com/blogs/SimonHill/20141216/232458/Games_rule_the_iTunes_App_Store_Most_popular_genres_revealed.php This article takes a look at the popularity of the games genre within the iTunes App Store and explores the most popular genres, comparing them by country. http://gamasutra.com/blogs/SimonHill/20141216/232458/Games_rule_the_iTunes_App_Store_Most_popular_genres_revealed.php Tue, 16 Dec 2014 01:24:00 EST We're All Pilots — A Reflection on wallFour's Renga and IndieCade 2012 - by Michael Effenberger http://gamasutra.com/blogs/MichaelEffenberger/20141216/232386/Were_All_Pilots__A_Reflection_on_wallFours_Renga_and_IndieCade_2012.php With his college years coming to a close, Michael Effenberger reflects on his experience with wallFour's massive cooperative game Renga and how IndieCade 2012 left an indelible impact on him. http://gamasutra.com/blogs/MichaelEffenberger/20141216/232386/Were_All_Pilots__A_Reflection_on_wallFours_Renga_and_IndieCade_2012.php Tue, 16 Dec 2014 01:17:00 EST Building a 2D Game in Unity3D in under 2 Hours and for less than $40 - Within and Without’s Dev Blog - by Mark Phillips http://gamasutra.com/blogs/MarkPhillips/20141216/232405/Building_a_2D_Game_in_Unity3D_in_under_2_Hours_and_for_less_than_40__Within_and_Withouts_Dev_Blog.php Rapid game development on a limited budget, 2 hours and $40 to be exact. Using Unity 4.6 and it's improved 2D workflow. http://gamasutra.com/blogs/MarkPhillips/20141216/232405/Building_a_2D_Game_in_Unity3D_in_under_2_Hours_and_for_less_than_40__Within_and_Withouts_Dev_Blog.php Tue, 16 Dec 2014 01:17:00 EST The Applications of Chinese Traditional Elements in Game Design in China - by Harvey Cheng http://gamasutra.com/blogs/HarveyCheng/20141216/232465/The_Applications_of_Chinese_Traditional_Elements_in_Game_Design_in_China.php With the profound nature of Chinese culture, the combination of Chinese traditional elements and intriguing storyline in games would be a potential breakthrough for Chinese game industry. http://gamasutra.com/blogs/HarveyCheng/20141216/232465/The_Applications_of_Chinese_Traditional_Elements_in_Game_Design_in_China.php Tue, 16 Dec 2014 01:16:00 EST Conker's Bad Fur day as a Case Study for Cult Hits. - by Ning Ning Fu http://gamasutra.com/blogs/NingNingFu/20141215/232284/Conkers_Bad_Fur_day_as_a_Case_Study_for_Cult_Hits.php Despite poor sales, Conker's Bad Fur Day manages to become a great hit and a legendary game to the few people who laid hands on them. This paper attempts to delve into why this is. http://gamasutra.com/blogs/NingNingFu/20141215/232284/Conkers_Bad_Fur_day_as_a_Case_Study_for_Cult_Hits.php Mon, 15 Dec 2014 05:53:00 EST The Agile Principles of Game Design/Development - by Charles Palmer http://gamasutra.com/blogs/CharlesPalmer/20141215/230581/The_Agile_Principles_of_Game_DesignDevelopment.php The Agile Manifesto was written sometime ago to promote a new customer focused, iterative way of working that empowers the people building software. In this blog we take a look at a games focused rewrite in order to better understand how it may help us. http://gamasutra.com/blogs/CharlesPalmer/20141215/230581/The_Agile_Principles_of_Game_DesignDevelopment.php Mon, 15 Dec 2014 01:49:00 EST Why Our Crowdfunding Campaign is Failing On Indiegogo - by Diego Martinez http://gamasutra.com/blogs/DiegoMartinez/20141215/231282/Why_Our_Crowdfunding_Campaign_is_Failing_On_Indiegogo.php I want to share our experience on crowd-funding our video game NoseBound. I think this is valuable information to anyone thinking on launching a video game crowd-funding campaign. http://gamasutra.com/blogs/DiegoMartinez/20141215/231282/Why_Our_Crowdfunding_Campaign_is_Failing_On_Indiegogo.php Mon, 15 Dec 2014 01:49:00 EST Nice when it happens: Thinking differently about questions of representation in video games - by Adrienne Shaw http://gamasutra.com/blogs/AdrienneShaw/20141215/232225/Nice_when_it_happens_Thinking_differently_about_questions_of_representation_in_video_games.php This is an excerpt from Adrienne Shaw’s forthcoming book "Gaming at the Edge: Sexuality and gender at the margins of gamer culture" (University of Minnesota Press, 2015). http://gamasutra.com/blogs/AdrienneShaw/20141215/232225/Nice_when_it_happens_Thinking_differently_about_questions_of_representation_in_video_games.php Mon, 15 Dec 2014 01:49:00 EST Our experience as an inexperienced Game Studio: Chapter 4 - by Victor Albis http://gamasutra.com/blogs/VictorAlbis/20141215/232247/Our_experience_as_an_inexperienced_Game_Studio_Chapter_4.php This is the fourth post about life inside an indie game studio from Colombia. We talk about our challenges, our need to focus, all the hardships as well as all the good things that we go through as game developers. http://gamasutra.com/blogs/VictorAlbis/20141215/232247/Our_experience_as_an_inexperienced_Game_Studio_Chapter_4.php Mon, 15 Dec 2014 01:49:00 EST C# Coding Guidelines for my Personal Projects - The 2014 edition - by Lindsay Cox http://gamasutra.com/blogs/LindsayCox/20141215/232280/C_Coding_Guidelines_for_my_Personal_Projects__The_2014_edition.php Recently I have been thinking a lot about c# programming guidelines for my personal projects. Here is the 2014 edition of the rules I use when creating c# code http://gamasutra.com/blogs/LindsayCox/20141215/232280/C_Coding_Guidelines_for_my_Personal_Projects__The_2014_edition.php Mon, 15 Dec 2014 01:49:00 EST Digital Asset Copyright Protection and What Developers Need to Know - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141215/232285/Digital_Asset_Copyright_Protection_and_What_Developers_Need_to_Know.php Today's post talks about the basic issues of asset copyrighting for new developers and some basic steps to protect yourself and your company. http://gamasutra.com/blogs/UlyanaChernyak/20141215/232285/Digital_Asset_Copyright_Protection_and_What_Developers_Need_to_Know.php Mon, 15 Dec 2014 01:49:00 EST Greenlight, fighting indifference and building your audience as an indie - by Dave Toulouse http://gamasutra.com/blogs/DaveToulouse/20141215/232291/Greenlight_fighting_indifference_and_building_your_audience_as_an_indie.php As an indie game developer your main goal can't be to just get your game on Steam. You want to build an audience that will follow you but unfortunately many people submitting their games to Greenlight don't seem to realize this. http://gamasutra.com/blogs/DaveToulouse/20141215/232291/Greenlight_fighting_indifference_and_building_your_audience_as_an_indie.php Mon, 15 Dec 2014 01:49:00 EST Should You Get a Job in Video Games? - by Paul Wu http://gamasutra.com/blogs/PaulWu/20141215/232294/Should_You_Get_a_Job_in_Video_Games.php Video gaming may seem like a great industry to work in. The industry is growing faster than the US economy, and there have been tons of M&A activity in the news. But it's also incredibly competitive and not very profitable for lots of industry players... http://gamasutra.com/blogs/PaulWu/20141215/232294/Should_You_Get_a_Job_in_Video_Games.php Mon, 15 Dec 2014 01:49:00 EST What I Have Learnt From A Month Of Alpha Funding - by David Lin http://gamasutra.com/blogs/DavidLin/20141215/232296/What_I_Have_Learnt_From_A_Month_Of_Alpha_Funding.php It has been exactly a month since the launch of the alpha version of Starsss. Here are a few important things that I have learnt since then. http://gamasutra.com/blogs/DavidLin/20141215/232296/What_I_Have_Learnt_From_A_Month_Of_Alpha_Funding.php Mon, 15 Dec 2014 01:49:00 EST MITx Introduction to Game Design - by Charles Cordingley http://gamasutra.com/blogs/CharlesCordingley/20141215/232298/MITx_Introduction_to_Game_Design.php A quick review of the useful MITx Introduction to Game-Design course on EdX. http://gamasutra.com/blogs/CharlesCordingley/20141215/232298/MITx_Introduction_to_Game_Design.php Mon, 15 Dec 2014 01:49:00 EST Getting/Making Game Music that Fits - World Tour Series - Review - by Harry Mack http://gamasutra.com/blogs/HarryMack/20141215/232302/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Review.php Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. http://gamasutra.com/blogs/HarryMack/20141215/232302/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Review.php Mon, 15 Dec 2014 01:49:00 EST Cloning or Genre? - by Krister Karlsson http://gamasutra.com/blogs/KristerKarlsson/20141215/232337/Cloning_or_Genre.php When is a game a clone of another game and when does it merely belong to a genre? http://gamasutra.com/blogs/KristerKarlsson/20141215/232337/Cloning_or_Genre.php Mon, 15 Dec 2014 01:49:00 EST If the car industry also had free to play - by Teddy Engel http://gamasutra.com/blogs/TeddyEngel/20141215/232283/If_the_car_industry_also_had_free_to_play.php What if the car industry also followed the free to play business model? Find out, here is what might happen... http://gamasutra.com/blogs/TeddyEngel/20141215/232283/If_the_car_industry_also_had_free_to_play.php Mon, 15 Dec 2014 01:29:00 EST A Botched Assasination: Why "Hitman: Absolution" Failed to Live Up to it's Predecessors - by Nick Masercola http://gamasutra.com/blogs/NickMasercola/20141212/231856/A_Botched_Assasination_Why_quotHitman_Absolutionquot_Failed_to_Live_Up_to_its_Predecessors.php An analysis of the story and design flaws that made "Hitman:Absolution" fail as a next-gen sequel. http://gamasutra.com/blogs/NickMasercola/20141212/231856/A_Botched_Assasination_Why_quotHitman_Absolutionquot_Failed_to_Live_Up_to_its_Predecessors.php Fri, 12 Dec 2014 01:55:00 EST A Study Of Games As A Matter Of Linguistics: Part 1: On The Functionality And Identity Of Language, Communication And Semiosis/Semiotics - by Darren Tomlyn http://gamasutra.com/blogs/DarrenTomlyn/20141212/232149/A_Study_Of_Games_As_A_Matter_Of_Linguistics_Part_1_On_The_Functionality_And_Identity_Of_Language_Communication_And_SemiosisSemiotics.php Our current recognition, understanding, teaching and description of language is inherently flawed. Although our understanding of the word game is ultimately a symptom of this, the basic foundation of language, in general, needs to be consistent, first. http://gamasutra.com/blogs/DarrenTomlyn/20141212/232149/A_Study_Of_Games_As_A_Matter_Of_Linguistics_Part_1_On_The_Functionality_And_Identity_Of_Language_Communication_And_SemiosisSemiotics.php Fri, 12 Dec 2014 01:55:00 EST GladiArt or Process - by Vegard Myklebust http://gamasutra.com/blogs/VegardMyklebust/20141212/232231/GladiArt_or_Process.php This week's blog-post is a short summary of the art process used in creating the armour sets in Ludus. http://gamasutra.com/blogs/VegardMyklebust/20141212/232231/GladiArt_or_Process.php Fri, 12 Dec 2014 01:55:00 EST Game Devaluation and the Market Impact - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141211/232078/Game_Devaluation_and_the_Market_Impact.php Gamestop's recent study on the buying practices of consumers for retail vs. digital frames today's post. Examining what the impact could be if the Game Industry as a whole started to go down in value. http://gamasutra.com/blogs/UlyanaChernyak/20141211/232078/Game_Devaluation_and_the_Market_Impact.php Thu, 11 Dec 2014 01:46:00 EST Can you legally infringe copyright for personal use? - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20141211/232082/Can_you_legally_infringe_copyright_for_personal_use.php Game lawyer Zachary Strebeck looks at whether it’s okay to infringe copyright strictly for home use. http://gamasutra.com/blogs/ZacharyStrebeck/20141211/232082/Can_you_legally_infringe_copyright_for_personal_use.php Thu, 11 Dec 2014 01:46:00 EST Data Visualization in Games: Leaderboards - by Erik Hazzard http://gamasutra.com/blogs/ErikHazzard/20141211/232091/Data_Visualization_in_Games_Leaderboards.php Leaderboards are a visualization of progress. Implementations of leaderboards can be found not just in arcades nor just in single or multiplayer games, but also in non-games. There are many types, and leadboards can produce powerful emotional reactions. http://gamasutra.com/blogs/ErikHazzard/20141211/232091/Data_Visualization_in_Games_Leaderboards.php Thu, 11 Dec 2014 01:46:00 EST Controlling the stream of mana in RPGs in order to empower the player to use the game's mechanics - by Christopher Gile http://gamasutra.com/blogs/ChristopherGile/20141211/232130/Controlling_the_stream_of_mana_in_RPGs_in_order_to_empower_the_player_to_use_the_games_mechanics.php When do you restore a player's mana and how does that effect how a player plays the game? http://gamasutra.com/blogs/ChristopherGile/20141211/232130/Controlling_the_stream_of_mana_in_RPGs_in_order_to_empower_the_player_to_use_the_games_mechanics.php Thu, 11 Dec 2014 01:46:00 EST What We Use to Make Our 2D Games - by Chad Ata http://gamasutra.com/blogs/ChadAta/20141211/231678/What_We_Use_to_Make_Our_2D_Games.php Each development team has their favorite tools and frameworks they use for developing their games. This article covers how the Sheado.net team makes their cross-platform 2D games. http://gamasutra.com/blogs/ChadAta/20141211/231678/What_We_Use_to_Make_Our_2D_Games.php Thu, 11 Dec 2014 01:43:00 EST The Birth of The Octagon Theory - by Theron Huffman http://gamasutra.com/blogs/TheronHuffman/20141211/232079/The_Birth_of_The_Octagon_Theory.php The story of how I, a retired 45+ year resident of Tokyo, Japan from Johnstown PA, got into game development with Unity 3D, and why my slogan is: "35+ years of coding and only one game to show for it." http://gamasutra.com/blogs/TheronHuffman/20141211/232079/The_Birth_of_The_Octagon_Theory.php Thu, 11 Dec 2014 01:39:00 EST