Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Tue, 30 Sep 2014 07:50:26 EDT en-us scarless@think-services.com (Simon Carless) Exploring the Expanding Game Industry Demographics - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20140929/226586/Exploring_the_Expanding_Game_Industry_Demographics.php The last four years have been marked by the rise of social and F2P games and their impact on the game market. Today's post examines why demographics are changing. http://gamasutra.com/blogs/UlyanaChernyak/20140929/226586/Exploring_the_Expanding_Game_Industry_Demographics.php Mon, 29 Sep 2014 02:07:00 EDT Damsels in Distress: Do we need Mario to stop saving Peach? - by Robert Zak http://gamasutra.com/blogs/RobertZak/20140929/226608/Damsels_in_Distress_Do_we_need_Mario_to_stop_saving_Peach.php The Damsel in Distress trope in videogames has come under scrutiny, and it's right that we question it. But is it right to condemn the trope absolutely, or should we leave certain games - such as Super Mario - out of the discussion? http://gamasutra.com/blogs/RobertZak/20140929/226608/Damsels_in_Distress_Do_we_need_Mario_to_stop_saving_Peach.php Mon, 29 Sep 2014 02:07:00 EDT You Don’t Have to Build Alone - by James Cox http://gamasutra.com/blogs/JamesCox/20140929/226605/You_Dont_Have_to_Build_Alone.php When making games, you seldom do it alone. Even if you are the only one actually working on the game, the support from your development commune is priceless. This post recalls how it took me 2 years to figure that out and why you should get involved now. http://gamasutra.com/blogs/JamesCox/20140929/226605/You_Dont_Have_to_Build_Alone.php Mon, 29 Sep 2014 01:08:00 EDT 52,000 buildings, 60 frames per second - by James Hicks http://gamasutra.com/blogs/JamesHicks/20140929/226660/52000_buildings_60_frames_per_second.php James explains how Ascent: The Space Game's new colony engine can handle giant cities without skipping a beat. http://gamasutra.com/blogs/JamesHicks/20140929/226660/52000_buildings_60_frames_per_second.php Mon, 29 Sep 2014 01:08:00 EDT 5 Things I Learned From XCOM - by Wesley Rockholz http://gamasutra.com/blogs/WesleyRockholz/20140929/221126/5_Things_I_Learned_From_XCOM.php 5 things I learned about game design after playing XCOM: Enemy Unknown. http://gamasutra.com/blogs/WesleyRockholz/20140929/221126/5_Things_I_Learned_From_XCOM.php Mon, 29 Sep 2014 01:05:00 EDT MOBA introduction and analysis - by DUTERTRE Simon http://gamasutra.com/blogs/DUTERTRESimon/20140929/221729/MOBA_introduction_and_analysis.php A beginner guide to MOBAs and a simple analysis of the gameplay choices http://gamasutra.com/blogs/DUTERTRESimon/20140929/221729/MOBA_introduction_and_analysis.php Mon, 29 Sep 2014 01:05:00 EDT biography - by George Ando http://gamasutra.com/blogs/GeorgeAndo/20140929/226599/biography.php my biography regarding games http://gamasutra.com/blogs/GeorgeAndo/20140929/226599/biography.php Mon, 29 Sep 2014 01:05:00 EDT Synchronizing Gameplay and Animation with Music - by Ben Bradley http://gamasutra.com/blogs/BenBradley/20140929/226600/Synchronizing_Gameplay_and_Animation_with_Music.php Some of the things I've discovered whilst developing a music game with synchronized events and animations. What works, what I can get away with, how to alter perceptions, and what breaks them. http://gamasutra.com/blogs/BenBradley/20140929/226600/Synchronizing_Gameplay_and_Animation_with_Music.php Mon, 29 Sep 2014 01:05:00 EDT Would you hire an External Art team? - by Kyle Arreza http://gamasutra.com/blogs/KyleArreza/20140929/226606/Would_you_hire_an_External_Art_team.php A little curiosity and a request from a team member got me thinking that maybe there is a rising need for art teams. http://gamasutra.com/blogs/KyleArreza/20140929/226606/Would_you_hire_an_External_Art_team.php Mon, 29 Sep 2014 01:05:00 EDT Shaders: How Do They Work? - by Evan Todd http://gamasutra.com/blogs/EvanTodd/20140929/226615/Shaders_How_Do_They_Work.php A high-level introduction to vertex and fragment shaders via concrete WebGL examples. http://gamasutra.com/blogs/EvanTodd/20140929/226615/Shaders_How_Do_They_Work.php Mon, 29 Sep 2014 01:05:00 EDT Steam Curation: Solving a Problem I Never Had - by James Beech http://gamasutra.com/blogs/JamesBeech/20140929/226619/Steam_Curation_Solving_a_Problem_I_Never_Had.php The new curation system can benefit AAA and indie developers alike, but does it benefit consumers? I offer some alternate solutions to a problem that most Steam users probably weren't too concerned about in the first place. http://gamasutra.com/blogs/JamesBeech/20140929/226619/Steam_Curation_Solving_a_Problem_I_Never_Had.php Mon, 29 Sep 2014 01:05:00 EDT Making Fast-Paced Multiplayer Networked Games is Hard - by Mark Mennell http://gamasutra.com/blogs/MarkMennell/20140929/226628/Making_FastPaced_Multiplayer_Networked_Games_is_Hard.php In this post I discuss the challenges of making fast-paced multiplayer network games playable over the Internet and techniques to overcome them. Drawing from how the AAA classics did it and my own experience as an Indie developer making such a game. http://gamasutra.com/blogs/MarkMennell/20140929/226628/Making_FastPaced_Multiplayer_Networked_Games_is_Hard.php Mon, 29 Sep 2014 01:05:00 EDT Books for Creatives: David Ogilvy – Confessions of an Advertising Man [Part 1] - by Johan Toresson http://gamasutra.com/blogs/JohanToresson/20140929/226651/Books_for_Creatives_David_Ogilvy__Confessions_of_an_Advertising_Man_Part_1.php The first post in a series of post about books for creatives - inspirational and interesting books for creative people. Some times even educational. First part is about David Ogilvy - the Father of Advertising (and suspected Mad men inspiration). http://gamasutra.com/blogs/JohanToresson/20140929/226651/Books_for_Creatives_David_Ogilvy__Confessions_of_an_Advertising_Man_Part_1.php Mon, 29 Sep 2014 01:05:00 EDT Indie Dev & Day Job, Making it work - Building Quest of Dungeons - by David Amador http://gamasutra.com/blogs/DavidAmador/20140929/226664/Indie_Dev__Day_Job_Making_it_work__Building_Quest_of_Dungeons.php During Gamedev Camp 2014 in Lisbon I got to talk a bit about the development of Quest of Dungeons, and some of the problems that I had making it while still having a day job. http://gamasutra.com/blogs/DavidAmador/20140929/226664/Indie_Dev__Day_Job_Making_it_work__Building_Quest_of_Dungeons.php Mon, 29 Sep 2014 01:05:00 EDT Beautifully Economic Art - by Joseph Humfrey http://gamasutra.com/blogs/JosephHumfrey/20140929/226680/Beautifully_Economic_Art.php Pixel art isn't the only option if you want to find a style that won't break the bank, and be beautiful at the same time. What was our approach for 80 Days and Frankenstein? http://gamasutra.com/blogs/JosephHumfrey/20140929/226680/Beautifully_Economic_Art.php Mon, 29 Sep 2014 01:05:00 EDT Getting/Making Game Music that Fits - World Tour Series - Romantic Music - by Harry Mack http://gamasutra.com/blogs/HarryMack/20140926/226481/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Romantic_Music.php Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. This entry focuses on Romantic music. http://gamasutra.com/blogs/HarryMack/20140926/226481/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Romantic_Music.php Fri, 26 Sep 2014 01:19:00 EDT Game Industry Myths: Women and the Game Industry - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20140926/226495/Game_Industry_Myths_Women_and_the_Game_Industry.php Following up my previous post, today's post examines some of the common myths/justifications that are a part of the problem with misogyny in the game industry. http://gamasutra.com/blogs/JoshBycer/20140926/226495/Game_Industry_Myths_Women_and_the_Game_Industry.php Fri, 26 Sep 2014 01:19:00 EDT Role-Playing Games and Divorce - by Thomas Henshell http://gamasutra.com/blogs/ThomasHenshell/20140926/226507/RolePlaying_Games_and_Divorce.php Playing games has been known to be a remedy for all sorts of issues. Here’s one you may not have considered: coping with your parent’s divorce. http://gamasutra.com/blogs/ThomasHenshell/20140926/226507/RolePlaying_Games_and_Divorce.php Fri, 26 Sep 2014 01:19:00 EDT Crowdfunding as Marketing - by Kevin Harwood http://gamasutra.com/blogs/KevinHarwood/20140926/226508/Crowdfunding_as_Marketing.php What if crowdfunding was reverse engineered as a marketing platform rather than a capital financing tool? http://gamasutra.com/blogs/KevinHarwood/20140926/226508/Crowdfunding_as_Marketing.php Fri, 26 Sep 2014 01:19:00 EDT Clash of Clans vs. Boom Beach: Part 2 - The Habit - by Dimitar Draganov http://gamasutra.com/blogs/DimitarDraganov/20140926/226509/Clash_of_Clans_vs_Boom_Beach_Part_2__The_Habit.php This is the second post from a series comparing two of the top grossing strategy tycoon titles - Clash of Clans and Boom Beach. The series will examine in detail the changes Supercell implemented in Boom Beach and discuss the rationales behind them. http://gamasutra.com/blogs/DimitarDraganov/20140926/226509/Clash_of_Clans_vs_Boom_Beach_Part_2__The_Habit.php Fri, 26 Sep 2014 01:19:00 EDT Postmortem Jetpack High sur iOs, Android et Black Berry - by Thibaut Aubrun http://gamasutra.com/blogs/ThibautAubrun/20140925/218511/Postmortem_Jetpack_High_sur_iOs_Android_et_Black_Berry.php Back on creating Jetpack High, an indie mobile game, from the initial idea to the final realization through all the problems and some solutions. http://gamasutra.com/blogs/ThibautAubrun/20140925/218511/Postmortem_Jetpack_High_sur_iOs_Android_et_Black_Berry.php Thu, 25 Sep 2014 01:16:00 EDT The Game Industry in Review 2014 - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20140925/226386/The_Game_Industry_in_Review_2014.php Today's post looks back at 2014, talking about some of the major trends, stats and games of the year. http://gamasutra.com/blogs/UlyanaChernyak/20140925/226386/The_Game_Industry_in_Review_2014.php Thu, 25 Sep 2014 01:16:00 EDT Analyzing the building blocks of a friGame based game - by Franco Bugnano http://gamasutra.com/blogs/FrancoBugnano/20140925/226406/Analyzing_the_building_blocks_of_a_friGame_based_game.php In the previous installment of the technical series, we looked at the various technologies needed to make a game based on friGame, and the 3 major blocks that compose http://gamasutra.com/blogs/FrancoBugnano/20140925/226406/Analyzing_the_building_blocks_of_a_friGame_based_game.php Thu, 25 Sep 2014 01:16:00 EDT Has another developer stolen your App? Use this DMCA template! - by Kyle Waring http://gamasutra.com/blogs/KyleWaring/20140925/226464/Has_another_developer_stolen_your_App_Use_this_DMCA_template.php Use this DMCA template to get your stolen games from the App Store(s) http://gamasutra.com/blogs/KyleWaring/20140925/226464/Has_another_developer_stolen_your_App_Use_this_DMCA_template.php Thu, 25 Sep 2014 01:16:00 EDT The new Steam seen from a small indie - by Olivier Penot http://gamasutra.com/blogs/OlivierPenot/20140924/226356/The_new_Steam_seen_from_a_small_indie.php Olivier Penot from Seaven Studio shares his first thoughts on the new Steam UI http://gamasutra.com/blogs/OlivierPenot/20140924/226356/The_new_Steam_seen_from_a_small_indie.php Wed, 24 Sep 2014 03:01:00 EDT An Unreal Experience Proves To Be A Real Unity - by Koen Deetman http://gamasutra.com/blogs/KoenDeetman/20140924/226358/An_Unreal_Experience_Proves_To_Be_A_Real_Unity.php In this article I will match-up the Unreal Engine 4 against the now current Unity 4 Engine. Don't get me wrong. This article is not written in 'favor' or to 'bash' either one of them. I try to explain and compare both their workflow and results. http://gamasutra.com/blogs/KoenDeetman/20140924/226358/An_Unreal_Experience_Proves_To_Be_A_Real_Unity.php Wed, 24 Sep 2014 03:01:00 EDT How to name a video game in 5 steps - by Elyot Grant http://gamasutra.com/blogs/ElyotGrant/20140924/226369/How_to_name_a_video_game_in_5_steps.php What's in a name? This is an exposition of how and why indie video game studio Lunarch Studios came up with the name "Prismata," from trademark rigamarole to sound symbolism. http://gamasutra.com/blogs/ElyotGrant/20140924/226369/How_to_name_a_video_game_in_5_steps.php Wed, 24 Sep 2014 03:01:00 EDT Licensing someone else's IP? Don't make these 2 huge mistakes! - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20140924/226378/Licensing_someone_elses_IP_Dont_make_these_2_huge_mistakes.php Game lawyer Zachary Strebeck looks at two crucial mistakes to avoid when licensing another company's intellectual property. These include issues with the "chain of title" that should be addressed before they cause big trouble for a developer. http://gamasutra.com/blogs/ZacharyStrebeck/20140924/226378/Licensing_someone_elses_IP_Dont_make_these_2_huge_mistakes.php Wed, 24 Sep 2014 03:01:00 EDT Diversity, Censorship and Artistic Criticism - by Tom Battey http://gamasutra.com/blogs/TomBattey/20140923/226276/Diversity_Censorship_and_Artistic_Criticism.php As debate continues to boil about the value of diversity in games, it's worth talking about the difference between criticism and censorship, and what that means for artists and designers. http://gamasutra.com/blogs/TomBattey/20140923/226276/Diversity_Censorship_and_Artistic_Criticism.php Tue, 23 Sep 2014 11:24:00 EDT The Game Designer’s Blind Spot, Or “How To Shoot A Puck” - by Marc Breaux http://gamasutra.com/blogs/MarcBreaux/20140923/226271/The_Game_Designers_Blind_Spot_Or_How_To_Shoot_A_Puck.php In this week's PuckMania developer's blog, we describe a situation where we had to abandon a game design mechanic that we liked very much early on, due to play testing feedback. http://gamasutra.com/blogs/MarcBreaux/20140923/226271/The_Game_Designers_Blind_Spot_Or_How_To_Shoot_A_Puck.php Tue, 23 Sep 2014 10:51:00 EDT What does your App Store page say about the quality of your game? - by Mike Souto http://gamasutra.com/blogs/MikeSouto/20140923/226248/What_does_your_App_Store_page_say_about_the_quality_of_your_game.php The importance of your App Store presentation page should not be overlooked. It creates a first impression to a potential buyer. If it looks messy or the translations aren't correct, then you could lose out on sales. Here are a few things to bear in mind. http://gamasutra.com/blogs/MikeSouto/20140923/226248/What_does_your_App_Store_page_say_about_the_quality_of_your_game.php Tue, 23 Sep 2014 09:18:00 EDT No Fun - by Ivan Slovtsov http://gamasutra.com/blogs/IvanSlovtsov/20140923/226245/No_Fun.php Maybe we've had too much fun lately? Maybe we should try something else now? http://gamasutra.com/blogs/IvanSlovtsov/20140923/226245/No_Fun.php Tue, 23 Sep 2014 09:06:00 EDT P2P Network decisions of Jobchanger Brigade - by Pedro Furtado http://gamasutra.com/blogs/PedroFurtado/20140922/226221/P2P_Network_decisions_of_Jobchanger_Brigade.php Given the difficulty many people have with starting up networking for their games, I've made available the reasoning behind many decisions of networking programming in my game, alongside resources I found useful. http://gamasutra.com/blogs/PedroFurtado/20140922/226221/P2P_Network_decisions_of_Jobchanger_Brigade.php Mon, 22 Sep 2014 11:57:00 EDT Client/Server Functionality for Online Infrastructures - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20140922/226205/ClientServer_Functionality_for_Online_Infrastructures.php Following up last week's post, we're looking at client/server architecture and the pros and cons that go with it. http://gamasutra.com/blogs/UlyanaChernyak/20140922/226205/ClientServer_Functionality_for_Online_Infrastructures.php Mon, 22 Sep 2014 06:12:00 EDT Becoming the Brand - The Art of Wind Waker and Twilight Princess - by Mary Lee Sauder http://gamasutra.com/blogs/MaryLeeSauder/20140922/226198/Becoming_the_Brand__The_Art_of_Wind_Waker_and_Twilight_Princess.php Which game created the most distinctive art style after the huge impact of Ocarina of Time? http://gamasutra.com/blogs/MaryLeeSauder/20140922/226198/Becoming_the_Brand__The_Art_of_Wind_Waker_and_Twilight_Princess.php Mon, 22 Sep 2014 04:46:00 EDT Game Industry Myths 1 - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20140922/226195/Game_Industry_Myths_1.php The Game Industry is not immune to having incorrect information floating around out there and today's post is the first of possibly many examining three popular myths and why they are wrong. http://gamasutra.com/blogs/JoshBycer/20140922/226195/Game_Industry_Myths_1.php Mon, 22 Sep 2014 03:32:00 EDT The Dark Side Of Early Access - by Alex Nichiporchik http://gamasutra.com/blogs/AlexNichiporchik/20140922/226164/The_Dark_Side_Of_Early_Access.php In light of recent Early Access events, let's discuss crowdfunded game development and how to approach it http://gamasutra.com/blogs/AlexNichiporchik/20140922/226164/The_Dark_Side_Of_Early_Access.php Mon, 22 Sep 2014 08:21:00 EDT Gaming Market Trends For 2014 - by Monica Wells http://gamasutra.com/blogs/MonicaWells/20140922/226142/Gaming_Market_Trends_For_2014.php Even though we've already passed the middle mark of this year, there are still some interesting developments in the gaming market to wait for in the near future. http://gamasutra.com/blogs/MonicaWells/20140922/226142/Gaming_Market_Trends_For_2014.php Mon, 22 Sep 2014 05:11:00 EDT When Games Play the Gamers: Social Engineering in Gaming Communities - by Matthew Doss http://gamasutra.com/blogs/MatthewDoss/20140921/226130/When_Games_Play_the_Gamers_Social_Engineering_in_Gaming_Communities.php How gamers, game developers, and gaming media are being manipulated. http://gamasutra.com/blogs/MatthewDoss/20140921/226130/When_Games_Play_the_Gamers_Social_Engineering_in_Gaming_Communities.php Sun, 21 Sep 2014 11:08:00 EDT Tutorials in the Epoch of the Casual Gamer - by Nathaniel Stevens http://gamasutra.com/blogs/NathanielStevens/20140921/226128/Tutorials_in_the_Epoch_of_the_Casual_Gamer.php Have tutorials finally outlived their usefulness? http://gamasutra.com/blogs/NathanielStevens/20140921/226128/Tutorials_in_the_Epoch_of_the_Casual_Gamer.php Sun, 21 Sep 2014 09:38:00 EDT The Point of a Dev Blog - by Thordur Matthiasson http://gamasutra.com/blogs/ThordurMatthiasson/20140920/226105/The_Point_of_a_Dev_Blog.php I’m troubled by dev blogs. Well, to be more accurate, I’m troubled by my own dev blog. The trouble goes something like this... http://gamasutra.com/blogs/ThordurMatthiasson/20140920/226105/The_Point_of_a_Dev_Blog.php Sat, 20 Sep 2014 11:17:00 EDT A CS:GO Level Design concept : the pathways - by Enzo Menegazzi http://gamasutra.com/blogs/EnzoMenegazzi/20140920/226104/A_CSGO_Level_Design_concept__the_pathways.php An article about a map design concept in Counter Strike: Global Offensive. I thought about those pathways and wanted to share my reflexion. http://gamasutra.com/blogs/EnzoMenegazzi/20140920/226104/A_CSGO_Level_Design_concept__the_pathways.php Sat, 20 Sep 2014 11:00:00 EDT Dynamic user interfaces, Adapting to changing situations in games to increase player performance - by Bjorn Buchner http://gamasutra.com/blogs/BjornBuchner/20140920/226099/Dynamic_user_interfaces_Adapting_to_changing_situations_in_games_to_increase_player_performance.php In order to create higher quality user interfaces they need to be able to adapt to changing situations within games. In order to do this context is categorised and problems are overcome. http://gamasutra.com/blogs/BjornBuchner/20140920/226099/Dynamic_user_interfaces_Adapting_to_changing_situations_in_games_to_increase_player_performance.php Sat, 20 Sep 2014 07:07:00 EDT Das Tal’s Backend & Exit Games’ Photon - by Sebastian Dorda http://gamasutra.com/blogs/SebastianDorda/20140920/226097/Das_Tals_Backend__Exit_Games_Photon.php Overview of the infrastructure of a small indie MMO "Das Tal" and details about the game server which is based on Exit Games' Photon server. http://gamasutra.com/blogs/SebastianDorda/20140920/226097/Das_Tals_Backend__Exit_Games_Photon.php Sat, 20 Sep 2014 07:04:00 EDT Google Play's Address Policy: Bad for Indie Devs, Bad for Android - by David Lejeune http://gamasutra.com/blogs/DavidLejeune/20140920/226089/Google_Plays_Address_Policy_Bad_for_Indie_Devs_Bad_for_Android.php Google recently announced a new policy for Google Play Developers, and it doesn't seem like anybody is talking about it. I think we should. http://gamasutra.com/blogs/DavidLejeune/20140920/226089/Google_Plays_Address_Policy_Bad_for_Indie_Devs_Bad_for_Android.php Sat, 20 Sep 2014 03:47:00 EDT Peer to Peer Connections for Online Infrastructures - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20140919/226087/Peer_to_Peer_Connections_for_Online_Infrastructures.php In this first of two parts exploring online infrastructure options for game developers, we're examining the pros and cons between Peer to Peer connections. http://gamasutra.com/blogs/UlyanaChernyak/20140919/226087/Peer_to_Peer_Connections_for_Online_Infrastructures.php Fri, 19 Sep 2014 10:13:00 EDT Future Game Story - by Martin Annander http://gamasutra.com/blogs/MartinAnnander/20140919/226055/Future_Game_Story.php Interaction has become the broken nose of video games. Narrative storytelling the cosmetic surgery. This article on game story argues that games need to borrow less and invent more. http://gamasutra.com/blogs/MartinAnnander/20140919/226055/Future_Game_Story.php Fri, 19 Sep 2014 01:27:00 EDT Get your app featured by Apple, here's who to contact & how - by Kyle Waring http://gamasutra.com/blogs/KyleWaring/20140919/226045/Get_your_app_featured_by_Apple_heres_who_to_contact__how.php Getting featured on the App store is a critical step in marketing your game. By getting featured by Apple, you’re getting the holy grail of advertising: wide visibility, lots of installs and subsequently– revenue! Learn how to pitch and who to contact! http://gamasutra.com/blogs/KyleWaring/20140919/226045/Get_your_app_featured_by_Apple_heres_who_to_contact__how.php Fri, 19 Sep 2014 12:03:00 EDT First PCT GameDevs Meeting - by Tony Yotes http://gamasutra.com/blogs/TonyYotes/20140919/226044/First_PCT_GameDevs_Meeting.php I hosted the first game development club meeting at the Pennsylvania College of Technology on Thursday and it went really well. Students are excited to focus on aspects of development not covered in our generic IT classes. http://gamasutra.com/blogs/TonyYotes/20140919/226044/First_PCT_GameDevs_Meeting.php Fri, 19 Sep 2014 11:44:00 EDT One more time!: The role of self-determination and gamer identity in persistence - by Wai Yen Tang http://gamasutra.com/blogs/WaiYenTang/20140919/226032/One_more_time_The_role_of_selfdetermination_and_gamer_identity_in_persistence.php A study examining into the role of self-determination and gamer identity on persistence in gaming http://gamasutra.com/blogs/WaiYenTang/20140919/226032/One_more_time_The_role_of_selfdetermination_and_gamer_identity_in_persistence.php Fri, 19 Sep 2014 10:22:00 EDT Re-aligning the elements of charted Space – an addict’s analysis of Destiny. - by Jedrzej Czarnota http://gamasutra.com/blogs/JedrzejCzarnota/20140919/226021/Realigning_the_elements_of_charted_Space__an_addicts_analysis_of_Destiny.php This blog post discusses Bungie's Destiny and the array of its breakthroughs. Those incremental innovations add up to form a new experience for consoles, one that integrates influences from many genres, and MMOGs in particular. http://gamasutra.com/blogs/JedrzejCzarnota/20140919/226021/Realigning_the_elements_of_charted_Space__an_addicts_analysis_of_Destiny.php Fri, 19 Sep 2014 10:04:00 EDT Writing the music for Smash Hit - by Douglas Holmquist http://gamasutra.com/blogs/DouglasHolmquist/20140919/225989/Writing_the_music_for_Smash_Hit.php In this post, composer Douglas Holmquist describes the process of writing the music for Mediocre Games' Smash Hit. http://gamasutra.com/blogs/DouglasHolmquist/20140919/225989/Writing_the_music_for_Smash_Hit.php Fri, 19 Sep 2014 03:35:00 EDT Kickstarting a Coding Education Video Game in a Post-"Code Hero" World - by Lindsey Handley http://gamasutra.com/blogs/LindseyHandley/20140918/225984/Kickstarting_a_Coding_Education_Video_Game_in_a_PostquotCode_Heroquot_World.php We knew that launching a coding education video game on Kickstarter after the catastrophe that was "Code Hero" would be challenging. We studied the Code Hero campaign intensely, so that we could later prove ourselves competent & trustworthy to backers. http://gamasutra.com/blogs/LindseyHandley/20140918/225984/Kickstarting_a_Coding_Education_Video_Game_in_a_PostquotCode_Heroquot_World.php Thu, 18 Sep 2014 11:25:00 EDT This week in Archmage Rises: User Interface Magic - by Thomas Henshell http://gamasutra.com/blogs/ThomasHenshell/20140918/225985/This_week_in_Archmage_Rises_User_Interface_Magic.php What is always in your face and (hopefully) never in your way? You guessed it: a great interface. In this week’s post, I explore the current state of the Archmage Rises UI. http://gamasutra.com/blogs/ThomasHenshell/20140918/225985/This_week_in_Archmage_Rises_User_Interface_Magic.php Thu, 18 Sep 2014 11:25:00 EDT P.T (Silent Hills teaser) game analysis - by Viktor Eisenmann http://gamasutra.com/blogs/ViktorEisenmann/20140918/225982/PT_Silent_Hills_teaser_game_analysis.php P.T “demo-game-teaser” was introduced in August 12th during the 2014 Gamescom Edition and shocked everyone with it graphics and horror ambience. In this blog post we will analysis the factors that create this fantastic and horrifying experience. http://gamasutra.com/blogs/ViktorEisenmann/20140918/225982/PT_Silent_Hills_teaser_game_analysis.php Thu, 18 Sep 2014 10:27:00 EDT The iPhone vs 3DS Debate and Some Numbers - by Tyrone Rodriguez http://gamasutra.com/blogs/TyroneRodriguez/20140918/225981/The_iPhone_vs_3DS_Debate_and_Some_Numbers.php Recently Polygon's Ben Kuchera ran an Opinion piece titled, "Today's Apple iPhone event is important for gaming, and more bad news for Nintendo". I disagree with Ben's assertion that the iPhone equals "more bad news for Nintendo." Here's why: http://gamasutra.com/blogs/TyroneRodriguez/20140918/225981/The_iPhone_vs_3DS_Debate_and_Some_Numbers.php Thu, 18 Sep 2014 08:17:00 EDT App Store Optimization ASO): Selecting the Right Keywords (Part 3) - by Szilard Szasz-Toth http://gamasutra.com/blogs/SzilardSzaszToth/20140918/225977/App_Store_Optimization_ASO_Selecting_the_Right_Keywords_Part_3.php In this final part of our ASO series we introduce a multi-factor scoring model to select your App Store keywords. This framework should take your keyword selection skills to the next level. Apply this model and watch your search rankings improve! http://gamasutra.com/blogs/SzilardSzaszToth/20140918/225977/App_Store_Optimization_ASO_Selecting_the_Right_Keywords_Part_3.php Thu, 18 Sep 2014 07:09:00 EDT How to design for thumbs in the Era of Huge Screens - by Scott Hurff http://gamasutra.com/blogs/ScottHurff/20140918/225967/How_to_design_for_thumbs_in_the_Era_of_Huge_Screens.php Mobile screen sizes are becoming bigger, and that means that learning how to design for thumbs is now more important than ever. http://gamasutra.com/blogs/ScottHurff/20140918/225967/How_to_design_for_thumbs_in_the_Era_of_Huge_Screens.php Thu, 18 Sep 2014 04:05:00 EDT 5 Ways to Aggressively Defend a Patent Lawsuit - by Eric Buresh http://gamasutra.com/blogs/EricBuresh/20140918/225960/5_Ways_to_Aggressively_Defend_a_Patent_Lawsuit.php Often out of the blue, video game companies find themselves the target of so-called patent trolls. If you find yourself on the receiving end, you must immediately mount a defense. Here are five key steps to an effective offensive plan. http://gamasutra.com/blogs/EricBuresh/20140918/225960/5_Ways_to_Aggressively_Defend_a_Patent_Lawsuit.php Thu, 18 Sep 2014 03:26:00 EDT Exhibiting at Game Industry Events - A Developer's Perspective - by Mathew Anderson http://gamasutra.com/blogs/MathewAnderson/20140918/225955/Exhibiting_at_Game_Industry_Events__A_Developers_Perspective.php What does it take to setup, manage, and tear down booths at events like E3 and Comic-Con? Here's a glimpse... http://gamasutra.com/blogs/MathewAnderson/20140918/225955/Exhibiting_at_Game_Industry_Events__A_Developers_Perspective.php Thu, 18 Sep 2014 02:52:00 EDT