Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Sun, 24 May 2015 07:13:21 EDT en-us scarless@think-services.com (Simon Carless) Procedural Generation: digging deeper - by Luis Diaz http://gamasutra.com/blogs/LuisDiaz/20150522/244047/Procedural_Generation_digging_deeper.php By now we have heard a lot about procedurally generated maps but, how about procedurally generated narrative? What do you know about that? Learn why you should care about it. http://gamasutra.com/blogs/LuisDiaz/20150522/244047/Procedural_Generation_digging_deeper.php Fri, 22 May 2015 01:13:00 EDT Reworking Salvaged's Environments Post Rezzed - by Dave Preston http://gamasutra.com/blogs/DavePreston/20150522/244147/Reworking_Salvageds_Environments_Post_Rezzed.php An update on the new approach for creating environments in Opposable Game's Salvaged. http://gamasutra.com/blogs/DavePreston/20150522/244147/Reworking_Salvageds_Environments_Post_Rezzed.php Fri, 22 May 2015 01:13:00 EDT How Can You Create an Attention Grabbing App Icon? - by Puneet Yamparala http://gamasutra.com/blogs/PuneetYamparala/20150521/243930/How_Can_You_Create_an_Attention_Grabbing_App_Icon.php This post emphasizes on how to create wonderful and attractive app icons that can attract more number of users. http://gamasutra.com/blogs/PuneetYamparala/20150521/243930/How_Can_You_Create_an_Attention_Grabbing_App_Icon.php Thu, 21 May 2015 02:10:00 EDT How to use Photoshop Layer Styles like a Boss - Advanced guide for game illustrators - by Dave Bleja http://gamasutra.com/blogs/DaveBleja/20150521/243958/How_to_use_Photoshop_Layer_Styles_like_a_Boss__Advanced_guide_for_game_illustrators.php Photoshop Layer Styles are very powerful and surprisingly versatile, and I use them for almost all of Spryke's graphics. In this guide, I go through various Layer Style tips & tricks, including Pseudo Color Overlays, internal Adjustment Layers and more. http://gamasutra.com/blogs/DaveBleja/20150521/243958/How_to_use_Photoshop_Layer_Styles_like_a_Boss__Advanced_guide_for_game_illustrators.php Thu, 21 May 2015 02:10:00 EDT Mobile Games & Apps Naming - by Kseniia Kovtun http://gamasutra.com/blogs/KseniiaKovtun/20150521/243960/Mobile_Games__Apps_Naming.php How to come up with an idea of your game's future name? When it's time to think about naming and ASO? What's the "three words magic" everyone is talking about? http://gamasutra.com/blogs/KseniiaKovtun/20150521/243960/Mobile_Games__Apps_Naming.php Thu, 21 May 2015 02:10:00 EDT Design 101: Complexity vs. Depth - by Dan Felder http://gamasutra.com/blogs/DanFelder/20150521/243962/Design_101_Complexity_vs_Depth.php It's one of the most controversial topics in game design, and it's all a big misunderstanding. http://gamasutra.com/blogs/DanFelder/20150521/243962/Design_101_Complexity_vs_Depth.php Thu, 21 May 2015 02:10:00 EDT We need a story! - Writing 'Salvaged' - by Daniel Dowsing http://gamasutra.com/blogs/DanielDowsing/20150521/243985/We_need_a_story__Writing_Salvaged.php An analysis of designing Salvaged's narrative mid-way through production, of how narrative defines a game experience and the value of creative restrictions. http://gamasutra.com/blogs/DanielDowsing/20150521/243985/We_need_a_story__Writing_Salvaged.php Thu, 21 May 2015 02:10:00 EDT Retention/loyalty in the nontraditional terms - by Chris Kjosmoen http://gamasutra.com/blogs/ChrisKjosmoen/20150521/244007/Retentionloyalty_in_the_nontraditional_terms.php A blog made by Chris Kjosmoen about my thoughts around loyalty + games. http://gamasutra.com/blogs/ChrisKjosmoen/20150521/244007/Retentionloyalty_in_the_nontraditional_terms.php Thu, 21 May 2015 02:10:00 EDT How the camera works in Sol - by Javier Degirolmo http://gamasutra.com/blogs/JavierDegirolmo/20150521/244041/How_the_camera_works_in_Sol.php Here I describe how the camera works in Sol. This is especially interesting when zooming is enabled, since the camera behavior is much more complex to compensate for the smaller viewport. http://gamasutra.com/blogs/JavierDegirolmo/20150521/244041/How_the_camera_works_in_Sol.php Thu, 21 May 2015 02:10:00 EDT Designing Valentina Kerman, a perfect badass Kerbonaut for Kerbal Space Program - by Daniel Rosas http://gamasutra.com/blogs/DanielRosas/20150521/243944/Designing_Valentina_Kerman_a_perfect_badass_Kerbonaut_for_Kerbal_Space_Program.php The design of the female Kerbal characters was a process of several months. Throughout the road I found some obstacles and design problems that needed to be overcome, to the extent of creating: Valentina Kerman, the most badass Kerbonaut. http://gamasutra.com/blogs/DanielRosas/20150521/243944/Designing_Valentina_Kerman_a_perfect_badass_Kerbonaut_for_Kerbal_Space_Program.php Thu, 21 May 2015 01:39:00 EDT Gunpowder: How We Brought a High Quality Premium Game to iPad and Steam - by Richard Sun http://gamasutra.com/blogs/RichardSun/20150521/243952/Gunpowder_How_We_Brought_a_High_Quality_Premium_Game_to_iPad_and_Steam.php Gunpowder is a one of a kind physics-based puzzle game featuring colorful cartoon style artwork, a charming backstory and a clever game design. With it out on iPad, Windows 8 and soon Steam, I reflect briefly on how the game got to where it is today. http://gamasutra.com/blogs/RichardSun/20150521/243952/Gunpowder_How_We_Brought_a_High_Quality_Premium_Game_to_iPad_and_Steam.php Thu, 21 May 2015 01:39:00 EDT Why don't developers buy/sell intellectual property much like other assets? - by Jorge Munoz http://gamasutra.com/blogs/JorgeMunoz/20150520/243471/Why_dont_developers_buysell_intellectual_property_much_like_other_assets.php Are you stuck in Early Access? Has your game been a success and you're ready to move on? What ever the reason, why don't development companies trade ip much like other assets? http://gamasutra.com/blogs/JorgeMunoz/20150520/243471/Why_dont_developers_buysell_intellectual_property_much_like_other_assets.php Wed, 20 May 2015 02:13:00 EDT A Precise Audio Sequencer for Unity - by Erdin Kacan http://gamasutra.com/blogs/ErdinKacan/20150520/243599/A_Precise_Audio_Sequencer_for_Unity.php I have started a new project which required a stable Audio Sequencer. Unfortunately and surprisingly I could not found any stable solutions online. So I have decided to create on myself. http://gamasutra.com/blogs/ErdinKacan/20150520/243599/A_Precise_Audio_Sequencer_for_Unity.php Wed, 20 May 2015 02:13:00 EDT Vanishing Point Postmortem - by Kevin Wong http://gamasutra.com/blogs/KevinWong/20150520/243620/Vanishing_Point_Postmortem.php Kevin Wong reflects on USC Game Vanishing Point, what went right, what went wrong, and what he took away. http://gamasutra.com/blogs/KevinWong/20150520/243620/Vanishing_Point_Postmortem.php Wed, 20 May 2015 02:13:00 EDT Adquisitio. Principles of Video Games. An essay on Acquisition. - by Jordan Roc http://gamasutra.com/blogs/JordanRoc/20150520/243635/Adquisitio_Principles_of_Video_Games_An_essay_on_Acquisition.php In this paper, I endeavor to detail the principle of Acquisition, what I call a Gameplay Challenge and how it pertains to the development of a software suite I titled Diadema, that I am developing. http://gamasutra.com/blogs/JordanRoc/20150520/243635/Adquisitio_Principles_of_Video_Games_An_essay_on_Acquisition.php Wed, 20 May 2015 02:13:00 EDT Big Boys Getting Serious About Mobile - by Edmund Ching http://gamasutra.com/blogs/EdmundChing/20150520/243711/Big_Boys_Getting_Serious_About_Mobile.php First came EA, Capcom dipped their toes, Square Enix hopped in. Now more big names are declaring that they are "focusing on the mobile market", like Konami, Nintendo, Sega. How do the existing indies and nobodies (like me) feel about this industry tren http://gamasutra.com/blogs/EdmundChing/20150520/243711/Big_Boys_Getting_Serious_About_Mobile.php Wed, 20 May 2015 02:13:00 EDT How to Make an App Prototype in 3 Hours - by Puneet Yamparala http://gamasutra.com/blogs/PuneetYamparala/20150520/243720/How_to_Make_an_App_Prototype_in_3_Hours.php Keynotopia transforms Keynote and PowerPoint into the best rapid prototyping tools for building mobile, web and desktop app mockups. http://gamasutra.com/blogs/PuneetYamparala/20150520/243720/How_to_Make_an_App_Prototype_in_3_Hours.php Wed, 20 May 2015 02:13:00 EDT Rethinking Views on Sexualized Female Character Design - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150520/243725/Rethinking_Views_on_Sexualized_Female_Character_Design.php Over the years, my thoughts on sexualized character designs have changed and for today's post, I finally understood some of the gaps in my logic on the matter. http://gamasutra.com/blogs/JoshBycer/20150520/243725/Rethinking_Views_on_Sexualized_Female_Character_Design.php Wed, 20 May 2015 02:13:00 EDT GearVR Jam Postmortem - "Galaxy Grapple" - by Daniel Miller-Schroeder http://gamasutra.com/blogs/DanielMillerSchroeder/20150520/243757/GearVR_Jam_Postmortem__quotGalaxy_Grapplequot.php A look at my experience with Oculus' Mobile VR Jam for the GearVR. http://gamasutra.com/blogs/DanielMillerSchroeder/20150520/243757/GearVR_Jam_Postmortem__quotGalaxy_Grapplequot.php Wed, 20 May 2015 02:13:00 EDT Other People's Money - by Tim Conkling http://gamasutra.com/blogs/TimConkling/20150520/243824/Other_Peoples_Money.php Creative arrogance, Jodorowsky's Dune, and a bunch of strangers canceling my game. http://gamasutra.com/blogs/TimConkling/20150520/243824/Other_Peoples_Money.php Wed, 20 May 2015 02:13:00 EDT Kickstarter, or, Every Publisher's New Greenlight Process - by Andrew Pellerano http://gamasutra.com/blogs/AndrewPellerano/20150520/243843/Kickstarter_or_Every_Publishers_New_Greenlight_Process.php Bloodstained's Kickstarter is more about marketing than funding. Are the advantages of Kickstarter too much for publishers to ignore and will this become the new way games are greenlit? http://gamasutra.com/blogs/AndrewPellerano/20150520/243843/Kickstarter_or_Every_Publishers_New_Greenlight_Process.php Wed, 20 May 2015 02:13:00 EDT Pointing & clicking in the age of touching – Thoughts on interface design for modern adventure games - by Marcus Bäumer http://gamasutra.com/blogs/MarcusBumer/20150520/243846/Pointing__clicking_in_the_age_of_touching__Thoughts_on_interface_design_for_modern_adventure_games.php Marcus writes about interface design for modern point & click adventure games. http://gamasutra.com/blogs/MarcusBumer/20150520/243846/Pointing__clicking_in_the_age_of_touching__Thoughts_on_interface_design_for_modern_adventure_games.php Wed, 20 May 2015 02:13:00 EDT Starting up a game business: Contemplating processes - by Juha Vainio http://gamasutra.com/blogs/JuhaVainio/20150520/243866/Starting_up_a_game_business_Contemplating_processes.php In his third Epic Owl blog posting, Juha is contemplating the dangers of processes and offers some insight on how to overcome them. http://gamasutra.com/blogs/JuhaVainio/20150520/243866/Starting_up_a_game_business_Contemplating_processes.php Wed, 20 May 2015 02:13:00 EDT How to analyze your iOS app's potential? - by Albert Palka http://gamasutra.com/blogs/AlbertPalka/20150520/243868/How_to_analyze_your_iOS_apps_potential.php Official Appstore statistics are impossible to get. However, there are certain websites and tools which, based on various algorithms, make an estimated guess that might help you asses your app's potential. http://gamasutra.com/blogs/AlbertPalka/20150520/243868/How_to_analyze_your_iOS_apps_potential.php Wed, 20 May 2015 02:13:00 EDT The Captain Took Your Ducky: A Gear VR Jam Post Mortem - by Nils Kuebler http://gamasutra.com/blogs/NilsKuebler/20150520/243924/The_Captain_Took_Your_Ducky_A_Gear_VR_Jam_Post_Mortem.php A post mortem of our Gear VR Jam entry The Captain Took Your Ducky, a virtual reality hexagonal puzzle game. http://gamasutra.com/blogs/NilsKuebler/20150520/243924/The_Captain_Took_Your_Ducky_A_Gear_VR_Jam_Post_Mortem.php Wed, 20 May 2015 02:13:00 EDT Writing diversity for Herald “Who am I to tell their story?” - by Roy van der Schilden http://gamasutra.com/blogs/RoyVanderSchilden/20150520/243900/Writing_diversity_for_Herald_Who_am_I_to_tell_their_story.php As lead writer of Herald, I was often insecure while writing about people of color who lived in the age of colonialism. This is my personal journey to, as a white man, give an honest and realistic answer to the question: Who am I to tell their story? http://gamasutra.com/blogs/RoyVanderSchilden/20150520/243900/Writing_diversity_for_Herald_Who_am_I_to_tell_their_story.php Wed, 20 May 2015 01:57:00 EDT Why My Game Ch0ice is the Future of Game Design - by Ryan Randles http://gamasutra.com/blogs/RyanRandles/20150519/243638/Why_My_Game_Ch0ice_is_the_Future_of_Game_Design.php linear narrative in games is inherently un-gamey and self defeating, and I think I cleverly solved a few of the problems nonlinear stories in games usually face http://gamasutra.com/blogs/RyanRandles/20150519/243638/Why_My_Game_Ch0ice_is_the_Future_of_Game_Design.php Tue, 19 May 2015 01:51:00 EDT BUBBLA: All or Nothing - by Ivan Dvorsky http://gamasutra.com/blogs/IvanDvorsky/20150519/243649/BUBBLA_All_or_Nothing.php This is a story about developing a game. http://gamasutra.com/blogs/IvanDvorsky/20150519/243649/BUBBLA_All_or_Nothing.php Tue, 19 May 2015 01:51:00 EDT The Making of Monster Mingle - by Chris OShea http://gamasutra.com/blogs/ChrisOShea/20150519/243732/The_Making_of_Monster_Mingle.php A look back at the design and development process of creating Monster Mingle, a creative game for children. http://gamasutra.com/blogs/ChrisOShea/20150519/243732/The_Making_of_Monster_Mingle.php Tue, 19 May 2015 01:51:00 EDT Miss-able Collectibles: I want it but not so bad I'll start the game over again - by Christopher Gile http://gamasutra.com/blogs/ChristopherGile/20150518/243686/Missable_Collectibles_I_want_it_but_not_so_bad_Ill_start_the_game_over_again.php Why do games include miss-able collectibles and is there a way to mitigate their impact? http://gamasutra.com/blogs/ChristopherGile/20150518/243686/Missable_Collectibles_I_want_it_but_not_so_bad_Ill_start_the_game_over_again.php Mon, 18 May 2015 06:56:00 EDT How I made my government love game development - by Oleg Pridiuk http://gamasutra.com/blogs/OlegPridiuk/20150518/243690/How_I_made_my_government_love_game_development.php I’ll tell you the story of how I built relations between different governmental organisations, business, legal, education, and how much of gamedev came out of this. http://gamasutra.com/blogs/OlegPridiuk/20150518/243690/How_I_made_my_government_love_game_development.php Mon, 18 May 2015 06:55:00 EDT Eight Months of Development in Two Minutes - by Kevin Oke http://gamasutra.com/blogs/KevinOke/20150518/243717/Eight_Months_of_Development_in_Two_Minutes.php Eight months of development compressed into a two minute video, with takeaways that all developers can use - plus some horribly embarrassing placeholder graphics to laugh at. http://gamasutra.com/blogs/KevinOke/20150518/243717/Eight_Months_of_Development_in_Two_Minutes.php Mon, 18 May 2015 06:53:00 EDT User Generated Gaming is the Next YouTube - by Jack Hendrik http://gamasutra.com/blogs/JackHendrik/20150518/243692/User_Generated_Gaming_is_the_Next_YouTube.php YouTube changed how we think about film, television, and music. It allowed a new generation of artists to find an audience, and it is currently the biggest source of entertainment for millennials and generation Z. http://gamasutra.com/blogs/JackHendrik/20150518/243692/User_Generated_Gaming_is_the_Next_YouTube.php Mon, 18 May 2015 12:17:00 EDT Keep your dream Game Developers: Don’t sell out to a publisher - by Christa Scherck http://gamasutra.com/blogs/ChristaScherck/20150518/243697/Keep_your_dream_Game_Developers_Dont_sell_out_to_a_publisher.php For many developers, selling their intellectual property seems to be the only option to getting their game made. At SyncBuildRun we believe there is another way. http://gamasutra.com/blogs/ChristaScherck/20150518/243697/Keep_your_dream_Game_Developers_Dont_sell_out_to_a_publisher.php Mon, 18 May 2015 12:16:00 EDT The First 8 Months & Going Free - by Daniel Collier http://gamasutra.com/blogs/DanielCollier/20150518/243661/The_First_8_Months__Going_Free.php A post mortem of our first 8 months after the release of our iOS game Rapture World Conquest. What went right, what went wrong and stats on our revenue and downloads. http://gamasutra.com/blogs/DanielCollier/20150518/243661/The_First_8_Months__Going_Free.php Mon, 18 May 2015 11:53:00 EDT The Myth of Inherently Predatory IPR Enforcement - by Michael Berlet http://gamasutra.com/blogs/MichaelBerlet/20150518/243691/The_Myth_of_Inherently_Predatory_IPR_Enforcement.php App Piracy is easier to combat than ever, and the battle against it doesn't have to come at the expense of content-consumers. http://gamasutra.com/blogs/MichaelBerlet/20150518/243691/The_Myth_of_Inherently_Predatory_IPR_Enforcement.php Mon, 18 May 2015 11:53:00 EDT Das Tal - Sandbox MMORPG meets Arena PvP - A short history in screenshots - by Sebastian Dorda http://gamasutra.com/blogs/SebastianDorda/20150515/243550/Das_Tal__Sandbox_MMORPG_meets_Arena_PvP__A_short_history_in_screenshots.php The graphical development of "Das Tal" - from the first prototype to the current state - told in screenshots. http://gamasutra.com/blogs/SebastianDorda/20150515/243550/Das_Tal__Sandbox_MMORPG_meets_Arena_PvP__A_short_history_in_screenshots.php Fri, 15 May 2015 01:01:00 EDT TVGS Ludum Dare Real-World Meeting Post Mortem - by Taro Omiya http://gamasutra.com/blogs/TaroOmiya/20150515/243592/TVGS_Ludum_Dare_RealWorld_Meeting_Post_Mortem.php For Ludum Dare 32, we hosted our second Ludum Dare Real-World Meeting here at the Tech Valley Game Space (TVGS) in Troy, NY, USA. How did it turn out? Get ready for the super-detailed TVGS post-mortem! http://gamasutra.com/blogs/TaroOmiya/20150515/243592/TVGS_Ludum_Dare_RealWorld_Meeting_Post_Mortem.php Fri, 15 May 2015 01:01:00 EDT Innovative VR Ideas in Bazaar - by Tod Semple http://gamasutra.com/blogs/TodSemple/20150514/243515/Innovative_VR_Ideas_in_Bazaar.php We made a 100% gaze controlled VR game. Here are 5 things we learned. http://gamasutra.com/blogs/TodSemple/20150514/243515/Innovative_VR_Ideas_in_Bazaar.php Thu, 14 May 2015 05:27:00 EDT 6 Ways to Market Your Video Game without Trailers - by Jay Holden http://gamasutra.com/blogs/JayHolden/20150514/243407/6_Ways_to_Market_Your_Video_Game_without_Trailers.php In my previous article Overhype, I tackled the disturbing trend of increasing numbers of video game trailers. Here I examine the problem in more detail from a business perspective and present alternatives to revealing a dearth of content for your game. http://gamasutra.com/blogs/JayHolden/20150514/243407/6_Ways_to_Market_Your_Video_Game_without_Trailers.php Thu, 14 May 2015 03:07:00 EDT Why Stuffing Your App’s Title and Description With Keywords Might Get You Suspended - by Puneet Yamparala http://gamasutra.com/blogs/PuneetYamparala/20150514/243428/Why_Stuffing_Your_Apps_Title_and_Description_With_Keywords_Might_Get_You_Suspended.php This post talks about why app's title and description should not be stuffed with keywords and also tells what happens when keyword stuffing is done. http://gamasutra.com/blogs/PuneetYamparala/20150514/243428/Why_Stuffing_Your_Apps_Title_and_Description_With_Keywords_Might_Get_You_Suspended.php Thu, 14 May 2015 03:07:00 EDT 6 Tips For Effective Push Notifications - by Evan Fradley-Pereira http://gamasutra.com/blogs/EvanFradleyPereira/20150514/243398/6_Tips_For_Effective_Push_Notifications.php Despite their usefulness, spamming and irrelevant content have made players suspect of push notifications altogether. Here are a few tips to help make sure your players look forward to hearing from you. http://gamasutra.com/blogs/EvanFradleyPereira/20150514/243398/6_Tips_For_Effective_Push_Notifications.php Thu, 14 May 2015 02:15:00 EDT Learn to make a game with no or less coding knowledge. - by Roger Gabriel http://gamasutra.com/blogs/RogerGabriel/20150513/243286/Learn_to_make_a_game_with_no_or_less_coding_knowledge.php The article contains a quick overview of how to start with making games without no or very less coding knowledge. http://gamasutra.com/blogs/RogerGabriel/20150513/243286/Learn_to_make_a_game_with_no_or_less_coding_knowledge.php Wed, 13 May 2015 01:39:00 EDT Kids Design Levels in Ultimate Chicken Horse! - by Richard Atlas http://gamasutra.com/blogs/RichardAtlas/20150513/243288/Kids_Design_Levels_in_Ultimate_Chicken_Horse.php Last week, Clever Endeavour had some very special guests. We had three kids come in to help us design levels for our game, as one of the rewards for a Kickstarter tier. http://gamasutra.com/blogs/RichardAtlas/20150513/243288/Kids_Design_Levels_in_Ultimate_Chicken_Horse.php Wed, 13 May 2015 01:39:00 EDT Everything you need to know about interpreting KPIs - by Nathan Lovato http://gamasutra.com/blogs/NathanLovato/20150513/243290/Everything_you_need_to_know_about_interpreting_KPIs.php As independent game designers, we want to focus on game creation. Sales and marketing related domains often feel foreign to us. Yet, to make a living, we do have to think as a company sometimes. That is when Key Performance Indicators come in. http://gamasutra.com/blogs/NathanLovato/20150513/243290/Everything_you_need_to_know_about_interpreting_KPIs.php Wed, 13 May 2015 01:39:00 EDT Down to the Letter: The Importance of Typography in Video Games - by Carol Mertz http://gamasutra.com/blogs/CarolMertz/20150513/243306/Down_to_the_Letter_The_Importance_of_Typography_in_Video_Games.php Typography can make or break the aesthetic of a game. As game designers, we use type to communicate with our players, not only in the words we use, but also in the way we present those words. http://gamasutra.com/blogs/CarolMertz/20150513/243306/Down_to_the_Letter_The_Importance_of_Typography_in_Video_Games.php Wed, 13 May 2015 01:39:00 EDT Game Dev Contracting - How much to ask - by Ben Chong http://gamasutra.com/blogs/BenChong/20150513/243309/Game_Dev_Contracting__How_much_to_ask.php The all important money question http://gamasutra.com/blogs/BenChong/20150513/243309/Game_Dev_Contracting__How_much_to_ask.php Wed, 13 May 2015 01:39:00 EDT “Game Over, Man” – Aliens: Colonial Marines class action over? - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20150513/243352/Game_Over_Man__Aliens_Colonial_Marines_class_action_over.php Game lawyer Zachary Strebeck looks at the Aliens: Colonial Marines class action lawsuit and explains how and why the legal action against Gearbox may not be going forward. http://gamasutra.com/blogs/ZacharyStrebeck/20150513/243352/Game_Over_Man__Aliens_Colonial_Marines_class_action_over.php Wed, 13 May 2015 01:39:00 EDT BizDev Diaries: Managing 150+ Meetings for Twelve Companies Without Losing My Mind (Part 3 of 3) - by Jay Powell http://gamasutra.com/blogs/JayPowell/20150513/243379/BizDev_Diaries_Managing_150_Meetings_for_Twelve_Companies_Without_Losing_My_Mind_Part_3_of_3.php The final post in our series looking back at GDC and how we arranged and managed meetings for a set of clients with a wide variety of needs and services. http://gamasutra.com/blogs/JayPowell/20150513/243379/BizDev_Diaries_Managing_150_Meetings_for_Twelve_Companies_Without_Losing_My_Mind_Part_3_of_3.php Wed, 13 May 2015 01:39:00 EDT How To Create Mobile Optimised Outlines in Unity - by Gregorios Kythreotis http://gamasutra.com/blogs/GregoriosKythreotis/20150513/243393/How_To_Create_Mobile_Optimised_Outlines_in_Unity.php This post looks at one method to create a mobile friendly outline for your 3D unity game without high performance costs that Unity's built in tools can cause. http://gamasutra.com/blogs/GregoriosKythreotis/20150513/243393/How_To_Create_Mobile_Optimised_Outlines_in_Unity.php Wed, 13 May 2015 01:39:00 EDT Inventarium. Principles of Video Games. An essay on Items. - by Jordan Roc http://gamasutra.com/blogs/JordanRoc/20150512/242867/Inventarium_Principles_of_Video_Games_An_essay_on_Items.php A paper on Items and their prevalence in Video Games across numerous, popular franchises. http://gamasutra.com/blogs/JordanRoc/20150512/242867/Inventarium_Principles_of_Video_Games_An_essay_on_Items.php Tue, 12 May 2015 01:59:00 EDT An Indie Developer's Toolbox - by Tim Conkling http://gamasutra.com/blogs/TimConkling/20150512/243187/An_Indie_Developers_Toolbox.php Staying focused and accountable, and not playing Hearthstone all day, when you're working alone. http://gamasutra.com/blogs/TimConkling/20150512/243187/An_Indie_Developers_Toolbox.php Tue, 12 May 2015 01:45:00 EDT The Gardner Effect: Genre-crossing for game music - by James Bordner http://gamasutra.com/blogs/JamesBordner/20150512/243188/The_Gardner_Effect_Genrecrossing_for_game_music.php John Gardner, critically-acclaimed author and respected teacher, advocated "genre crossing" as a way to find new modes of self-expression. Working on the iOS game "OMG! Pirates!" taught me how smashing cliches together can create new styles of music. http://gamasutra.com/blogs/JamesBordner/20150512/243188/The_Gardner_Effect_Genrecrossing_for_game_music.php Tue, 12 May 2015 01:45:00 EDT Marketing games with no budget #2 - by Albert Palka http://gamasutra.com/blogs/AlbertPalka/20150512/243191/Marketing_games_with_no_budget_2.php Plenty of Indie Developers must tackle an issue of promoting their games with no budget. I provide a few useful tips on gaining the initial traction and building a community. http://gamasutra.com/blogs/AlbertPalka/20150512/243191/Marketing_games_with_no_budget_2.php Tue, 12 May 2015 01:45:00 EDT How to Build Your App Reviews without Resorting to Review Exchanges - by Puneet Yamparala http://gamasutra.com/blogs/PuneetYamparala/20150512/243192/How_to_Build_Your_App_Reviews_without_Resorting_to_Review_Exchanges.php This post talks about how to get good reviews for app without the help of review exchanges http://gamasutra.com/blogs/PuneetYamparala/20150512/243192/How_to_Build_Your_App_Reviews_without_Resorting_to_Review_Exchanges.php Tue, 12 May 2015 01:45:00 EDT Social Games and their opportunity frontier - by Andreas Papathanasis http://gamasutra.com/blogs/AndreasPapathanasis/20150512/243195/Social_Games_and_their_opportunity_frontier.php Driven by my recent experiences in social games, I examine what a social game is, what makes the social experience memorable, and what are some potentially interesting social features I'd like to see in the games I play next. http://gamasutra.com/blogs/AndreasPapathanasis/20150512/243195/Social_Games_and_their_opportunity_frontier.php Tue, 12 May 2015 01:45:00 EDT Indie game tools for anyone starting out (or maybe veterans) - by Dan Williams http://gamasutra.com/blogs/DanWilliams/20150512/243208/Indie_game_tools_for_anyone_starting_out_or_maybe_veterans.php Longtime indie game lurker Dan Williams offers up a wide array of tools from all disciplines in a talk at Women in Games Boston to help indie game developers make their games. This article will be cross-posted with WIG Boston. http://gamasutra.com/blogs/DanWilliams/20150512/243208/Indie_game_tools_for_anyone_starting_out_or_maybe_veterans.php Tue, 12 May 2015 01:45:00 EDT GTA V "On-rails" Character Control Sequences - by Jack Pritz http://gamasutra.com/blogs/JackPritz/20150512/243209/GTA_V_quotOnrailsquot_Character_Control_Sequences.php A short article to bring attention to GTA V on-rails moments, and how they help the game. http://gamasutra.com/blogs/JackPritz/20150512/243209/GTA_V_quotOnrailsquot_Character_Control_Sequences.php Tue, 12 May 2015 01:45:00 EDT Don't overthink female characters! - by Javier Degirolmo http://gamasutra.com/blogs/JavierDegirolmo/20150512/243211/Dont_overthink_female_characters.php Every often a designer will talk about how they made a not oversexualized female character, but here I'll point out what's wrong with what they're doing. http://gamasutra.com/blogs/JavierDegirolmo/20150512/243211/Dont_overthink_female_characters.php Tue, 12 May 2015 01:45:00 EDT Pixel Artist Renounces Pixel Art - by Blake Reynolds http://gamasutra.com/blogs/BlakeReynolds/20150512/243212/Pixel_Artist_Renounces_Pixel_Art.php Dinofarm Games' lead artist, who just dedicated 4 years to making pixel art for his company's latest game, presents a persuasive article on how pixel art does more harm than good in an age of enormous resolutions. http://gamasutra.com/blogs/BlakeReynolds/20150512/243212/Pixel_Artist_Renounces_Pixel_Art.php Tue, 12 May 2015 01:39:00 EDT