Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Wed, 29 Jul 2015 02:53:40 EDT en-us scarless@think-services.com (Simon Carless) Writing a More Compelling Game Narrative - by Will O'Neill http://gamasutra.com/blogs/WillONeill/20150728/249372/Writing_a_More_Compelling_Game_Narrative.php In this re-post from the Indie Megabooth Blog, Will O'Neill (Actual Sunlight, Planet of the Eyes) shares some back-to-basic thoughts on crafting game narrative. And then a little twist. http://gamasutra.com/blogs/WillONeill/20150728/249372/Writing_a_More_Compelling_Game_Narrative.php Tue, 28 Jul 2015 05:12:00 EDT Enhance control efficiency and experience of game Iron Chef - by Fred Tang http://gamasutra.com/blogs/FredTang/20150728/249630/Enhance_control_efficiency_and_experience_of_game_Iron_Chef.php I modified the game experience of serving a food. The modified game experience is more efficient and saving designing cost. The control cost from 8 to 4, interface cost from 8 to 5. http://gamasutra.com/blogs/FredTang/20150728/249630/Enhance_control_efficiency_and_experience_of_game_Iron_Chef.php Tue, 28 Jul 2015 05:10:00 EDT Discussing The Amiinsanity of the Toys to Life Market - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150728/249629/Discussing_The_Amiinsanity_of_the_Toys_to_Life_Market.php A certified Amiibo Addict shares his thoughts on why Nintendo has a massive winner on their hands and the issues of being a victim of its own success. http://gamasutra.com/blogs/JoshBycer/20150728/249629/Discussing_The_Amiinsanity_of_the_Toys_to_Life_Market.php Tue, 28 Jul 2015 05:05:00 EDT Tips and trends in making escape games - by Adam Clare http://gamasutra.com/blogs/AdamClare/20150728/249602/Tips_and_trends_in_making_escape_games.php Common questions and issues about designing escape games from theming games to how much to charge. This is a look into aspects of a good escape game that go beyond having a fun puzzle. http://gamasutra.com/blogs/AdamClare/20150728/249602/Tips_and_trends_in_making_escape_games.php Tue, 28 Jul 2015 04:49:00 EDT 5 reasons why video games need more women characters - by Torri Myler http://gamasutra.com/blogs/TorriMyler/20150728/249644/5_reasons_why_video_games_need_more_women_characters.php Creating more female characters that are compelling and empowered, game designers will not only address a much wider audience, but also contribute to the gradual change of the gaming industry for the better. http://gamasutra.com/blogs/TorriMyler/20150728/249644/5_reasons_why_video_games_need_more_women_characters.php Tue, 28 Jul 2015 04:49:00 EDT Economy and Thematic Structure: Symphony of the Night's Level Design - by Ario Barzan http://gamasutra.com/blogs/ArioBarzan/20150727/243308/Economy_and_Thematic_Structure_Symphony_of_the_Nights_Level_Design.php The castle's structural design in Castlevania: Symphony of the Night has rarely been factored into analyses of the game's strengths. This article will do so, using comparisons to several other exploration-based Castlevania titles for effect. http://gamasutra.com/blogs/ArioBarzan/20150727/243308/Economy_and_Thematic_Structure_Symphony_of_the_Nights_Level_Design.php Mon, 27 Jul 2015 03:18:00 EDT Take Note - Why having a sketchbook shouldn't be overlooked. - by Alex Johansson http://gamasutra.com/blogs/AlexJohansson/20150727/248435/Take_Note__Why_having_a_sketchbook_shouldnt_be_overlooked.php As I reach my 10th year of carrying around a sketchbook, I pass my experience of doodling designs and drawings for a decade onto you. http://gamasutra.com/blogs/AlexJohansson/20150727/248435/Take_Note__Why_having_a_sketchbook_shouldnt_be_overlooked.php Mon, 27 Jul 2015 03:18:00 EDT Unity Garbage Collection Tips and Tricks - by Megan Hughes http://gamasutra.com/blogs/MeganHughes/20150727/249375/Unity_Garbage_Collection_Tips_and_Tricks.php Avoiding performance issues in game development by managing garbage collection in Unity - some tips and tricks. http://gamasutra.com/blogs/MeganHughes/20150727/249375/Unity_Garbage_Collection_Tips_and_Tricks.php Mon, 27 Jul 2015 03:18:00 EDT F2P game grasp player’s eyes at first place - website - by Fred Tang http://gamasutra.com/blogs/FredTang/20150727/249491/F2P_game_grasp_players_eyes_at_first_place__website.php There are a lot of articles about how to attract user in game stage, like novice tutoring, but very little about how to invite users via websites which are the entrance of games. So I write this article to discuss attracting users via portal and official http://gamasutra.com/blogs/FredTang/20150727/249491/F2P_game_grasp_players_eyes_at_first_place__website.php Mon, 27 Jul 2015 03:18:00 EDT How to use events to hook player - by Fred Tang http://gamasutra.com/blogs/FredTang/20150727/249495/How_to_use_events_to_hook_player.php We all know events are important tolls for keeping the player come back, they give player a sake to return because of higher benefits than average. But how they know their value of events? http://gamasutra.com/blogs/FredTang/20150727/249495/How_to_use_events_to_hook_player.php Mon, 27 Jul 2015 03:18:00 EDT There's no such thing as a perfect game - by Filip Wiltgren http://gamasutra.com/blogs/FilipWiltgren/20150727/249501/Theres_no_such_thing_as_a_perfect_game.php There is no such thing as a perfect game, there is only a perfect, or less than perfect, fit between game and player. So don't try to make perfect games, make great ones instead. http://gamasutra.com/blogs/FilipWiltgren/20150727/249501/Theres_no_such_thing_as_a_perfect_game.php Mon, 27 Jul 2015 03:18:00 EDT Tale of Tales didn't fail, all of us did - by Dario D'Ambra http://gamasutra.com/blogs/DarioDAmbra/20150727/249504/Tale_of_Tales_didnt_fail_all_of_us_did.php Why indie sperimental games always struggle? Why often the gamers community doesn't even recognize them as games? The case of Tale of Tales' Sunset could be a good starting point to have a global vision on these issues. http://gamasutra.com/blogs/DarioDAmbra/20150727/249504/Tale_of_Tales_didnt_fail_all_of_us_did.php Mon, 27 Jul 2015 03:18:00 EDT Continued exploration of a UAT Games Studio Producer - by Jorge Portillo http://gamasutra.com/blogs/JorgePortillo/20150727/249510/Continued_exploration_of_a_UAT_Games_Studio_Producer.php The continued journey as a UAT Studio Producer is at its halfway point. This week I highlight the positives that I've witnessed though our production cycle. http://gamasutra.com/blogs/JorgePortillo/20150727/249510/Continued_exploration_of_a_UAT_Games_Studio_Producer.php Mon, 27 Jul 2015 03:18:00 EDT New Valve Refund Policy: EU Consumer-Protection Regulation Goes Global? - by David Hoppe http://gamasutra.com/blogs/DavidHoppe/20150727/249511/New_Valve_Refund_Policy_EU_ConsumerProtection_Regulation_Goes_Global.php Valve's new 14-day refund policy seems to have resulted from global application of the EU's recent consumer-protection regulation applying a right of return to video games and virtual items. http://gamasutra.com/blogs/DavidHoppe/20150727/249511/New_Valve_Refund_Policy_EU_ConsumerProtection_Regulation_Goes_Global.php Mon, 27 Jul 2015 03:18:00 EDT Hello, Gamasutra World! - by JOHN TOBLER http://gamasutra.com/blogs/JOHNTOBLER/20150727/249529/Hello_Gamasutra_World.php Yet another first post. http://gamasutra.com/blogs/JOHNTOBLER/20150727/249529/Hello_Gamasutra_World.php Mon, 27 Jul 2015 03:18:00 EDT Ascendance - Development Journal #2 - by Samy Dib http://gamasutra.com/blogs/SamyDib/20150727/249531/Ascendance__Development_Journal_2.php The Ascendance Team continues work on building up the levels within the game and fleshing out the NPC dialogue system using Unreal's powerful Blueprint Scripting Tool. http://gamasutra.com/blogs/SamyDib/20150727/249531/Ascendance__Development_Journal_2.php Mon, 27 Jul 2015 03:18:00 EDT A Journey into Production: Part III - Personal Leadership Traits - by Samy Dib http://gamasutra.com/blogs/SamyDib/20150727/249532/A_Journey_into_Production_Part_III__Personal_Leadership_Traits.php I went away for vacation this week but was able to knock out a few tasks to try and stay on schedule for Production. I go over those small items and share a few personal leadership traits that I read about and wanted to share. http://gamasutra.com/blogs/SamyDib/20150727/249532/A_Journey_into_Production_Part_III__Personal_Leadership_Traits.php Mon, 27 Jul 2015 03:18:00 EDT Post Mortem: One month of indie game marketing – Online branding (part three) - by Marc Bourbonnais http://gamasutra.com/blogs/MarcBourbonnais/20150727/249533/Post_Mortem_One_month_of_indie_game_marketing__Online_branding_part_three.php Following-up on a first month of marketing my latest mobile game, here are the elements related to online branding. http://gamasutra.com/blogs/MarcBourbonnais/20150727/249533/Post_Mortem_One_month_of_indie_game_marketing__Online_branding_part_three.php Mon, 27 Jul 2015 03:18:00 EDT Production of UAT Game Studio: Ascendance (Part 3) - by Joshua Martonick http://gamasutra.com/blogs/JoshuaMartonick/20150727/249534/Production_of_UAT_Game_Studio_Ascendance_Part_3.php The continued development of Ascendance and one producers views. http://gamasutra.com/blogs/JoshuaMartonick/20150727/249534/Production_of_UAT_Game_Studio_Ascendance_Part_3.php Mon, 27 Jul 2015 03:18:00 EDT On replayability: emotion, mechanics, and necessity - by Matthew Codd http://gamasutra.com/blogs/MatthewCodd/20150727/249545/On_replayability_emotion_mechanics_and_necessity.php Replayability is more than just branching narratives and randomised levels; it's the emotional hooks that keep players come back for more. http://gamasutra.com/blogs/MatthewCodd/20150727/249545/On_replayability_emotion_mechanics_and_necessity.php Mon, 27 Jul 2015 03:18:00 EDT High Performance Networking in the Cloud - by Ben Adams http://gamasutra.com/blogs/BenAdams/20150727/249551/High_Performance_Networking_in_the_Cloud.php Today we’re talking about server IO throughput for MMO twitch gaming at the extreme end. http://gamasutra.com/blogs/BenAdams/20150727/249551/High_Performance_Networking_in_the_Cloud.php Mon, 27 Jul 2015 03:18:00 EDT How can an online game dev community change a life? - by Franck Fitrzyk http://gamasutra.com/blogs/FranckFitrzyk/20150727/249503/How_can_an_online_game_dev_community_change_a_life.php There are more and more online game development communities and here's why you need to join one of them. http://gamasutra.com/blogs/FranckFitrzyk/20150727/249503/How_can_an_online_game_dev_community_change_a_life.php Mon, 27 Jul 2015 03:05:00 EDT Five Design Strategies for Effective Midcore Monetization - by Peter Knudson http://gamasutra.com/blogs/PeterKnudson/20150727/249513/Five_Design_Strategies_for_Effective_Midcore_Monetization.php When building a free-to-play game targeted toward midcore gamers, it is important to note the differences between casual and midcore audiences. Midcore players often are very experienced gamers – most likely having played first on console or PC. http://gamasutra.com/blogs/PeterKnudson/20150727/249513/Five_Design_Strategies_for_Effective_Midcore_Monetization.php Mon, 27 Jul 2015 03:05:00 EDT A Serious Review of the Critical Reception of a Completely Absurd Game - by Michael Klotz http://gamasutra.com/blogs/MichaelKlotz/20150724/249352/A_Serious_Review_of_the_Critical_Reception_of_a_Completely_Absurd_Game.php What happens when you analyze the reviews of an absurd game like Goat Simulator? Much like the game, the results are all over the place. http://gamasutra.com/blogs/MichaelKlotz/20150724/249352/A_Serious_Review_of_the_Critical_Reception_of_a_Completely_Absurd_Game.php Fri, 24 Jul 2015 06:24:00 EDT Devsourced Generic String Translation - by tuomas karmakallio http://gamasutra.com/blogs/TuomasKarmakallio/20150724/249365/Devsourced_Generic_String_Translation.php Thousands of translators have done the same job over and over. Menus and Settings. A simple spreadsheet is here to change that, and let translators focus on the custom text a game needs. http://gamasutra.com/blogs/TuomasKarmakallio/20150724/249365/Devsourced_Generic_String_Translation.php Fri, 24 Jul 2015 06:24:00 EDT Analysis of browser game Mangrove-The Unbelievable Bears - by Fred Tang http://gamasutra.com/blogs/FredTang/20150724/249373/Analysis_of_browser_game_MangroveThe_Unbelievable_Bears.php Recently, I have played Mangrove-The Unbelievable Bears, I found something interesting and beneficial aspects of this game which may deserve our attention. http://gamasutra.com/blogs/FredTang/20150724/249373/Analysis_of_browser_game_MangroveThe_Unbelievable_Bears.php Fri, 24 Jul 2015 06:24:00 EDT UI Design Contest - by James Bennett http://gamasutra.com/blogs/JamesBennett/20150724/249386/UI_Design_Contest.php This week, I provide an update on the UI design contest as well as tweaks to the Conquest server around how data is sent to clients. conquestgamesite.com http://gamasutra.com/blogs/JamesBennett/20150724/249386/UI_Design_Contest.php Fri, 24 Jul 2015 06:24:00 EDT Jugglers and Tweens - by Joao Brant http://gamasutra.com/blogs/JoaoBrant/20150724/249457/Jugglers_and_Tweens.php Jugglers and Tweens are a great way to rapidly animate any kind of numerical value in your game. Even greater from a programming standpoint. But as it is not featured on most popular engines we got, how are people gonna find out about it? http://gamasutra.com/blogs/JoaoBrant/20150724/249457/Jugglers_and_Tweens.php Fri, 24 Jul 2015 06:24:00 EDT Q&A: Interview with Shawn Beck, the creator of Velocibox - by Tim Ww http://gamasutra.com/blogs/TimWw/20150724/249461/QA_Interview_with_Shawn_Beck_the_creator_of_Velocibox.php Shawn Beck's Velocibox is a game with very humble origins: it started as a Ludum Dare game back in 2013, and now (with the help of LOOT Interactive) it will soon launch for the PlayStation and PS Vita this coming July 28th. http://gamasutra.com/blogs/TimWw/20150724/249461/QA_Interview_with_Shawn_Beck_the_creator_of_Velocibox.php Fri, 24 Jul 2015 06:24:00 EDT Knotmania Diary: Learn to untie a  Gordian knot - by Loana Elisabeta Furcoi http://gamasutra.com/blogs/LoanaElisabetaFurcoi/20150724/249455/Knotmania_Diary_Learn_to_untie_a_Gordian_knot.php This is the first in a series of articles that tell the story of making Knotmania - a physics puzzle indie game. In this series, I want to talk about the issues of the project and how we got over them. http://gamasutra.com/blogs/LoanaElisabetaFurcoi/20150724/249455/Knotmania_Diary_Learn_to_untie_a_Gordian_knot.php Fri, 24 Jul 2015 06:21:00 EDT CRPG History Abridged II - 12 more RPGs that brought something new to the table - by Felipe Pepe http://gamasutra.com/blogs/FelipePepe/20150723/235190/CRPG_History_Abridged_II__12_more_RPGs_that_brought_something_new_to_the_table.php Second part of the series, looking into other less-known RPGs that are unique and innovative. Or just weird. http://gamasutra.com/blogs/FelipePepe/20150723/235190/CRPG_History_Abridged_II__12_more_RPGs_that_brought_something_new_to_the_table.php Thu, 23 Jul 2015 03:21:00 EDT An optimal implementation of fast, ray traced soft shadows in a game engine - by Alexandru Voica http://gamasutra.com/blogs/AlexandruVoica/20150723/249028/An_optimal_implementation_of_fast_ray_traced_soft_shadows_in_a_game_engine.php Even though the target applications for ray tracing are extremely varied, this article focuses mainly on shadows. Ray tracing creates more accurate shadows, free from the artifacts of shadow maps; in addition, ray traced shadows are also up to 50% faster. http://gamasutra.com/blogs/AlexandruVoica/20150723/249028/An_optimal_implementation_of_fast_ray_traced_soft_shadows_in_a_game_engine.php Thu, 23 Jul 2015 03:21:00 EDT Misinformation abounds regarding "Orphan Works and Mass Digitization" - Changes may be coming to copyright law - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20150723/249209/Misinformation_abounds_regarding_quotOrphan_Works_and_Mass_Digitizationquot__Changes_may_be_coming_to_copyright_law.php Game lawyer Zachary Strebeck looks at some of the hyperbolic opposition to the Copyright Office's proposals regarding orphan works and mass digitization. No, the sky is not falling. http://gamasutra.com/blogs/ZacharyStrebeck/20150723/249209/Misinformation_abounds_regarding_quotOrphan_Works_and_Mass_Digitizationquot__Changes_may_be_coming_to_copyright_law.php Thu, 23 Jul 2015 03:21:00 EDT The key to indie gamedev success - by Emma Maassen http://gamasutra.com/blogs/EmmaMaassen/20150723/249223/The_key_to_indie_gamedev_success.php A tongue in cheek response to "the key to indie success" and "it's so hard now to be successful as an indie" articles. Not intended as actual advice. http://gamasutra.com/blogs/EmmaMaassen/20150723/249223/The_key_to_indie_gamedev_success.php Thu, 23 Jul 2015 03:21:00 EDT Video: Designing the Space Stations in XO - by Brian Jamison http://gamasutra.com/blogs/BrianJamison/20150723/249231/Video_Designing_the_Space_Stations_in_XO.php Watch our 3D artist Brian Davis create a space station in 3 and a half minutes... sort of. http://gamasutra.com/blogs/BrianJamison/20150723/249231/Video_Designing_the_Space_Stations_in_XO.php Thu, 23 Jul 2015 03:21:00 EDT Experience of the SOCIAL WARS and modification advice - by Fred Tang http://gamasutra.com/blogs/FredTang/20150723/249239/Experience_of_the_SOCIAL_WARS_and_modification_advice.php I have recently played the popular game Social Wars on Facebook, overall it is a good game, but I found some methods for enhance the game and I want to share some my experience about this game as a game designer. http://gamasutra.com/blogs/FredTang/20150723/249239/Experience_of_the_SOCIAL_WARS_and_modification_advice.php Thu, 23 Jul 2015 03:21:00 EDT Knick Knax- Producer Musings Part 2 - by MATTHEW MARQUIT http://gamasutra.com/blogs/MATTHEWMARQUIT/20150723/249246/Knick_Knax_Producer_Musings_Part_2.php A press release written for Knick Knax http://gamasutra.com/blogs/MATTHEWMARQUIT/20150723/249246/Knick_Knax_Producer_Musings_Part_2.php Thu, 23 Jul 2015 03:21:00 EDT Post Mortem: One month of indie game marketing – ASO (part two) - by Marc Bourbonnais http://gamasutra.com/blogs/MarcBourbonnais/20150723/249336/Post_Mortem_One_month_of_indie_game_marketing__ASO_part_two.php In part two on my marketing post mortem, I list all the ASO elements to consider for game apps. http://gamasutra.com/blogs/MarcBourbonnais/20150723/249336/Post_Mortem_One_month_of_indie_game_marketing__ASO_part_two.php Thu, 23 Jul 2015 03:21:00 EDT Analyzing Game Actions with the Three Axes Model - by Filip Wiltgren http://gamasutra.com/blogs/FilipWiltgren/20150723/249340/Analyzing_Game_Actions_with_the_Three_Axes_Model.php Any game action can be mathematically tracked along three axes: cost, benefit and risk. Finding the right position for your actions lets you create anything from balanced gameplay to Hail Mary moments. http://gamasutra.com/blogs/FilipWiltgren/20150723/249340/Analyzing_Game_Actions_with_the_Three_Axes_Model.php Thu, 23 Jul 2015 03:21:00 EDT New Publication: Integrating Games Into the Artworld - by Theresa Devine http://gamasutra.com/blogs/TheresaDevine/20150723/249351/New_Publication_Integrating_Games_Into_the_Artworld.php New publication-- "Integrating Games Into the Artworld: A Methodology and Case Study Exploring the Work of Jason Rohrer" http://gamasutra.com/blogs/TheresaDevine/20150723/249351/New_Publication_Integrating_Games_Into_the_Artworld.php Thu, 23 Jul 2015 03:21:00 EDT 7 Signs Mobile Games Are Taking Over the World - by Nate Barker http://gamasutra.com/blogs/NateBarker/20150723/249235/7_Signs_Mobile_Games_Are_Taking_Over_the_World.php We’ve put together a list of recent signs — beyond hard revenue numbers — that mobile games are spreading way beyond “gamer” culture. Here, seven reasons mobile game devs will soon be telling everyone they know “I told you so.” http://gamasutra.com/blogs/NateBarker/20150723/249235/7_Signs_Mobile_Games_Are_Taking_Over_the_World.php Thu, 23 Jul 2015 03:12:00 EDT 4 Memory Problems you should look for during Game Development - by Aditya Kulkarni http://gamasutra.com/blogs/AdityaKulkarni/20150723/249242/4_Memory_Problems_you_should_look_for_during_Game_Development.php By writing this article, I hope to help a non-tech person understand some of the memory problems that should be taken into account when developing 2D game projects. http://gamasutra.com/blogs/AdityaKulkarni/20150723/249242/4_Memory_Problems_you_should_look_for_during_Game_Development.php Thu, 23 Jul 2015 03:12:00 EDT Getting Over Being Overwhelmed - by Christopher Pyatt http://gamasutra.com/blogs/ChristopherPyatt/20150723/249259/Getting_Over_Being_Overwhelmed.php Thursday, July 23, 2015 Overwhelmed. Lost. Ready to Quit. No. How I came back from the brink About a month ago, I had just released my first game. My 2nd game has grown into a huge undertaking, and it took a while to come to grips with that http://gamasutra.com/blogs/ChristopherPyatt/20150723/249259/Getting_Over_Being_Overwhelmed.php Thu, 23 Jul 2015 03:12:00 EDT Learning to Love the Narrative Puzzle - by Clara Fernandez Vara http://gamasutra.com/blogs/ClaraFernandezVara/20150722/249197/Learning_to_Love_the_Narrative_Puzzle.php This a vindication of narrative puzzles, which are often misunderstood and unjustly decried. Their main issues are that they tend to be annoying or badly devised, and they are a difficult design challenge. http://gamasutra.com/blogs/ClaraFernandezVara/20150722/249197/Learning_to_Love_the_Narrative_Puzzle.php Wed, 22 Jul 2015 01:45:00 EDT Procedural generation and emergent narrative #3 : Murder we wrote! - by Luis Diaz http://gamasutra.com/blogs/LuisDiaz/20150722/249047/Procedural_generation_and_emergent_narrative_3__Murder_we_wrote.php Wouldn't it be awesome to have a detective game with endless murders to solve? Though it seems quite unreasonable in terms of production. Could we create a quest generator for it? Let's discuss it! http://gamasutra.com/blogs/LuisDiaz/20150722/249047/Procedural_generation_and_emergent_narrative_3__Murder_we_wrote.php Wed, 22 Jul 2015 12:52:00 EDT The Paradox of Indie Game Devs Who Can't Play Just a While - by Rachel Presser http://gamasutra.com/blogs/RachelPresser/20150722/249129/The_Paradox_of_Indie_Game_Devs_Who_Cant_Play_Just_a_While.php It's a common paradox: you make games for a living to some extent, but never have time to actually play anymore. But we need to make time, and here's why (and what I accomplished by doing so.) http://gamasutra.com/blogs/RachelPresser/20150722/249129/The_Paradox_of_Indie_Game_Devs_Who_Cant_Play_Just_a_While.php Wed, 22 Jul 2015 12:52:00 EDT Texas Hold’em multi-windows feature to smooth the user experience - by Fred Tang http://gamasutra.com/blogs/FredTang/20150722/249135/Texas_Holdem_multiwindows_feature_to_smooth_the_user_experience.php The Texas Hold’em is the hit game produced by Lianzhong, which is a China based f2p game company. We introduced Multi-windows feature last year, and the feature is proved a successful implement on the market. http://gamasutra.com/blogs/FredTang/20150722/249135/Texas_Holdem_multiwindows_feature_to_smooth_the_user_experience.php Wed, 22 Jul 2015 12:52:00 EDT [Research] The Only Way to Remain Abreast of The Google Play Market is Through Iterative Research - by Puneet Yamparala http://gamasutra.com/blogs/PuneetYamparala/20150722/249137/Research_The_Only_Way_to_Remain_Abreast_of_The_Google_Play_Market_is_Through_Iterative_Research.php In a recent discussion on the App Entrepreneurs and Marketers Group, Manoj Pravakar Saha shareda personal and highly insightful research on the current stats on Google Play (US). The researchcreated a dataset of all the apps (a whooping 1,118,620 apps) http://gamasutra.com/blogs/PuneetYamparala/20150722/249137/Research_The_Only_Way_to_Remain_Abreast_of_The_Google_Play_Market_is_Through_Iterative_Research.php Wed, 22 Jul 2015 12:52:00 EDT Google Analytics-driven game development by example - by Tobiasz Sieminski http://gamasutra.com/blogs/TobiaszSieminski/20150722/249154/Google_Analyticsdriven_game_development_by_example.php A few months ago my friend and I performed something like a gamedev experiment. It was 'just create a trashy game, update it as frequently as possible and make it better based on users’ and Google Analytics’ feedback'. See what we got. http://gamasutra.com/blogs/TobiaszSieminski/20150722/249154/Google_Analyticsdriven_game_development_by_example.php Wed, 22 Jul 2015 12:52:00 EDT Managing Scope and Crunch: Lessons from a Small Student Team - by Carson Taylor http://gamasutra.com/blogs/CarsonTaylor/20150722/249102/Managing_Scope_and_Crunch_Lessons_from_a_Small_Student_Team.php Crunch has been a seemingly requisite part of game and software development for decades. In this blog post, I show how our small development team successfully avoided crunch by utilizing on the triple constraint of project management. http://gamasutra.com/blogs/CarsonTaylor/20150722/249102/Managing_Scope_and_Crunch_Lessons_from_a_Small_Student_Team.php Wed, 22 Jul 2015 12:48:00 EDT Comparison UnityAds, AdColony, Chartboost, AdBuddiz - by jan Neuber http://gamasutra.com/blogs/JanNeuber/20150722/249131/Comparison_UnityAds_AdColony_Chartboost_AdBuddiz.php Share our first experiences with addimplementation from several providers. Short comparison UnityAds, AdColony, Chartboost, AdBuddiz. http://gamasutra.com/blogs/JanNeuber/20150722/249131/Comparison_UnityAds_AdColony_Chartboost_AdBuddiz.php Wed, 22 Jul 2015 12:48:00 EDT Prophour23 post-mortem, part 1 - by Przemek Muller http://gamasutra.com/blogs/PrzemekMuller/20150722/249178/Prophour23_postmortem_part_1.php The story of Prophour23 development. http://gamasutra.com/blogs/PrzemekMuller/20150722/249178/Prophour23_postmortem_part_1.php Wed, 22 Jul 2015 12:48:00 EDT Post Mortem: One month of indie game marketing – ASO (part one) - by Marc Bourbonnais http://gamasutra.com/blogs/MarcBourbonnais/20150721/249100/Post_Mortem_One_month_of_indie_game_marketing__ASO_part_one.php Following my one-month post mortem after the launch of my latest mobile game, here are my ASO specific efforts and findings. (part one) http://gamasutra.com/blogs/MarcBourbonnais/20150721/249100/Post_Mortem_One_month_of_indie_game_marketing__ASO_part_one.php Tue, 21 Jul 2015 02:04:00 EDT The future of F2P: It’s in the balance - by Mark Robinson http://gamasutra.com/blogs/MarkRobinson/20150721/248607/The_future_of_F2P_Its_in_the_balance.php It might feel like F2P has been around forever, but in reality the genre is still in its infancy so it’s no surprise that publishers and developers are still finding their feet when it comes to effectively balancing their games. http://gamasutra.com/blogs/MarkRobinson/20150721/248607/The_future_of_F2P_Its_in_the_balance.php Tue, 21 Jul 2015 01:37:00 EDT Post-Mortem: Working with Square Enix Collective before Kickstarter - by Corey Warning http://gamasutra.com/blogs/CoreyWarning/20150721/248676/PostMortem_Working_with_Square_Enix_Collective_before_Kickstarter.php Earlier this year, we announced our game on Square Enix Collective and spent 4 weeks going through their Feedback Phase gauntlet. This was our experience from start to finish - check it out if you're interested in crowd-funding your game. http://gamasutra.com/blogs/CoreyWarning/20150721/248676/PostMortem_Working_with_Square_Enix_Collective_before_Kickstarter.php Tue, 21 Jul 2015 01:37:00 EDT Hunter's Pistol - by Robin Vilain http://gamasutra.com/blogs/RobinVilain/20150721/248954/Hunters_Pistol.php Some thoughts about Bloodborne, notably how it eliminates passivity thanks to its gun mechanics. A bit of reverse-engineering might be useful to better identify their function and guess how they were conceived... http://gamasutra.com/blogs/RobinVilain/20150721/248954/Hunters_Pistol.php Tue, 21 Jul 2015 01:37:00 EDT Celebrating the Tutorial Design of Skullgirls - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150721/248998/Celebrating_the_Tutorial_Design_of_Skullgirls.php Today's post looks at how Skullgirls featured an amazing tutorial for the fighting genre and something game designers should learn from when teaching someone how to play a complicated title. http://gamasutra.com/blogs/JoshBycer/20150721/248998/Celebrating_the_Tutorial_Design_of_Skullgirls.php Tue, 21 Jul 2015 01:37:00 EDT A Defense and Condemnation of Flash - by Tim Conkling http://gamasutra.com/blogs/TimConkling/20150721/249017/A_Defense_and_Condemnation_of_Flash.php Why indie game developers will lose out when the web's most notorious exploit vector finally dies. http://gamasutra.com/blogs/TimConkling/20150721/249017/A_Defense_and_Condemnation_of_Flash.php Tue, 21 Jul 2015 01:37:00 EDT Ascendance - Development Journal #1 - by Samy Dib http://gamasutra.com/blogs/SamyDib/20150721/249025/Ascendance__Development_Journal_1.php The Ascendance Team breaks through our very first development journal talking about the state of the game and where we aim to go at the end of the semester here at the University of Advancing Technology. http://gamasutra.com/blogs/SamyDib/20150721/249025/Ascendance__Development_Journal_1.php Tue, 21 Jul 2015 01:37:00 EDT Drill Planet: How I developed and released a game to the App store in 69 hours - by Chris Zukowski http://gamasutra.com/blogs/ChrisZukowski/20150721/249027/Drill_Planet_How_I_developed_and_released_a_game_to_the_App_store_in_69_hours.php If you are mired in the middle of the game development swamps with no end in sight, this article could be a helpful story about how I cut down development time by eliminating all but the most vital features and relied on existing tools. http://gamasutra.com/blogs/ChrisZukowski/20150721/249027/Drill_Planet_How_I_developed_and_released_a_game_to_the_App_store_in_69_hours.php Tue, 21 Jul 2015 01:37:00 EDT