Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Tue, 16 Sep 2014 12:54:29 EDT en-us scarless@think-services.com (Simon Carless) One player is enough, or handling feedback - by Igor Rashkuev http://gamasutra.com/blogs/IgorRashkuev/20140915/225612/One_player_is_enough_or_handling_feedback.php Sometimes it's quite hard to evaluate your game after getting a lot of feedback. But is all feedback equally important? http://gamasutra.com/blogs/IgorRashkuev/20140915/225612/One_player_is_enough_or_handling_feedback.php Mon, 15 Sep 2014 10:23:00 EDT A.I. Lessons: The cost of memories - by Benoit Prezeau http://gamasutra.com/blogs/BenoitPrezeau/20140913/225579/AI_Lessons_The_cost_of_memories.php What I have learned about character memories while working on a CRPG with artificial intelligence. http://gamasutra.com/blogs/BenoitPrezeau/20140913/225579/AI_Lessons_The_cost_of_memories.php Sat, 13 Sep 2014 05:37:00 EDT A Dissection of Current Gaming Media - by Mike Higbee http://gamasutra.com/blogs/MikeHigbee/20140913/225558/A_Dissection_of_Current_Gaming_Media.php Trying to break down the criticism of what gaming media currently does and the various roles in it. http://gamasutra.com/blogs/MikeHigbee/20140913/225558/A_Dissection_of_Current_Gaming_Media.php Sat, 13 Sep 2014 04:01:00 EDT Tales of Terrachanics (Part 2) - by Glen Cooney http://gamasutra.com/blogs/GlenCooney/20140912/225551/Tales_of_Terrachanics_Part_2.php In Part 2, I discuss the specifics of our production process, and the lessons learned along the way. Contending against steep internal and external challenges, we managed to bring the game to Google Play. http://gamasutra.com/blogs/GlenCooney/20140912/225551/Tales_of_Terrachanics_Part_2.php Fri, 12 Sep 2014 07:50:00 EDT Real vs. Artificial achievements - by Dariusz Jagielski http://gamasutra.com/blogs/DariuszJagielski/20140912/225538/Real_vs_Artificial_achievements.php Current trend of pushing everywhere achievements is bad method of increasing replay value. But should they be removed completely? No! In this post Dariusz talks about ways of implementing meaningful achievements. http://gamasutra.com/blogs/DariuszJagielski/20140912/225538/Real_vs_Artificial_achievements.php Fri, 12 Sep 2014 05:30:00 EDT 20 Fun Grid Facts (Hex Grids) - by Herman Tulleken http://gamasutra.com/blogs/HermanTulleken/20140912/225495/20_Fun_Grid_Facts_Hex_Grids.php In this post we share some of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games. http://gamasutra.com/blogs/HermanTulleken/20140912/225495/20_Fun_Grid_Facts_Hex_Grids.php Fri, 12 Sep 2014 08:44:00 EDT Why Day 7 Retention is just as important as Day 1 - by Mark Robinson http://gamasutra.com/blogs/MarkRobinson/20140912/225494/Why_Day_7_Retention_is_just_as_important_as_Day_1.php In the F2P game market a lot of attention is paid to Day 1 retention, the fraction of players that return a day after install, and rightly so. In an age where it may cost $1 or more to acquire a player in the first place, focusing solely on day 1 rete http://gamasutra.com/blogs/MarkRobinson/20140912/225494/Why_Day_7_Retention_is_just_as_important_as_Day_1.php Fri, 12 Sep 2014 08:27:00 EDT How I Killed the Joy of Video Games - by Thomas Henshell http://gamasutra.com/blogs/ThomasHenshell/20140911/225464/How_I_Killed_the_Joy_of_Video_Games.php Making games could kill your enjoyment of *playing* games. Beware! http://gamasutra.com/blogs/ThomasHenshell/20140911/225464/How_I_Killed_the_Joy_of_Video_Games.php Thu, 11 Sep 2014 07:48:00 EDT Are gaming execs missing out on the digital marketing revolution? - by Justin Kloc http://gamasutra.com/blogs/JustinKloc/20140911/225451/Are_gaming_execs_missing_out_on_the_digital_marketing_revolution.php How has the gaming industry has been affected by the revolution of digital marketing, and what's still to come? http://gamasutra.com/blogs/JustinKloc/20140911/225451/Are_gaming_execs_missing_out_on_the_digital_marketing_revolution.php Thu, 11 Sep 2014 04:06:00 EDT Exploring an Artist's Journey from Film to Mobile - by Vincent Toscano http://gamasutra.com/blogs/VincentToscano/20140911/225432/Exploring_an_Artists_Journey_from_Film_to_Mobile.php Starting in the film industry at Lucas Film and now overseeing 3D art for GREE’s broad portfolio of titles – Vincent is passionate about bringing his film expertise into mobile games and is here to discuss tips & challenges people face when transitioning. http://gamasutra.com/blogs/VincentToscano/20140911/225432/Exploring_an_Artists_Journey_from_Film_to_Mobile.php Thu, 11 Sep 2014 01:37:00 EDT Can you use another game’s trademarked name to describe your own? - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20140911/225429/Can_you_use_another_games_trademarked_name_to_describe_your_own.php California game lawyer Zachary Strebeck looks at how someone might be liable for trademark infringement if they use another company’s mark when advertising their game project, as well as an affirmative defense to this infringement. http://gamasutra.com/blogs/ZacharyStrebeck/20140911/225429/Can_you_use_another_games_trademarked_name_to_describe_your_own.php Thu, 11 Sep 2014 01:28:00 EDT Creating a Game Design Document: the Sooner, the Better - by Corey Warning http://gamasutra.com/blogs/CoreyWarning/20140911/225428/Creating_a_Game_Design_Document_the_Sooner_the_Better.php If you’re working on a large scale game, one of the most important things you can do is keep an organized GDD. Here's some tips, examples, and links to templates to get you started. http://gamasutra.com/blogs/CoreyWarning/20140911/225428/Creating_a_Game_Design_Document_the_Sooner_the_Better.php Thu, 11 Sep 2014 01:07:00 EDT Quick Tips: Finding the Core Gameplay - by Mark Venturelli http://gamasutra.com/blogs/MarkVenturelli/20140911/225405/Quick_Tips_Finding_the_Core_Gameplay.php A quick rundown of my design process for finding a good core gameplay system http://gamasutra.com/blogs/MarkVenturelli/20140911/225405/Quick_Tips_Finding_the_Core_Gameplay.php Thu, 11 Sep 2014 09:59:00 EDT Merging character customization and level up in SQUIDS - by Emeric Thoa http://gamasutra.com/blogs/EmericThoa/20140911/225380/Merging_character_customization_and_level_up_in_SQUIDS.php SQUIDS is a casual turned-based tactical RPG. This post explains the origins of the game, its roots and inspiration, as well as the reasoning behind the helmets system, which tried to merge the character customization and the empowerment of equipment. http://gamasutra.com/blogs/EmericThoa/20140911/225380/Merging_character_customization_and_level_up_in_SQUIDS.php Thu, 11 Sep 2014 03:44:00 EDT Tales of Terrachanics (Part 1) - by Glen Cooney http://gamasutra.com/blogs/GlenCooney/20140910/225367/Tales_of_Terrachanics_Part_1.php A personal postmortem on creating a mobile title for the U.S. Department of Energy while battling depression. Part 1 sets the stage for the circumstances entering into the project. http://gamasutra.com/blogs/GlenCooney/20140910/225367/Tales_of_Terrachanics_Part_1.php Wed, 10 Sep 2014 08:32:00 EDT Story in Games: Speaking Through Song - by Jaime Cross http://gamasutra.com/blogs/JaimeCross/20140910/225362/Story_in_Games_Speaking_Through_Song.php A look at how game music can provide extra context to a game's story and world, in addition to supplementing player feedback. http://gamasutra.com/blogs/JaimeCross/20140910/225362/Story_in_Games_Speaking_Through_Song.php Wed, 10 Sep 2014 05:41:00 EDT Indie Dev Marketing Analysis - by Bryan Fisher http://gamasutra.com/blogs/BryanFisher/20140910/225360/Indie_Dev_Marketing_Analysis.php A comparison of several Indie and AAA marketing efforts and statistics in the hopes of finding best trends and practices. Head back to the site to download the excel spreadsheet, enter in your data, and see how you compare. http://gamasutra.com/blogs/BryanFisher/20140910/225360/Indie_Dev_Marketing_Analysis.php Wed, 10 Sep 2014 05:23:00 EDT Exhibiting Prismata: How we got screwed by PAX, blew $6500 showing our game off, and then lost our entire mailing list - by Elyot Grant http://gamasutra.com/blogs/ElyotGrant/20140910/225347/Exhibiting_Prismata_How_we_got_screwed_by_PAX_blew_6500_showing_our_game_off_and_then_lost_our_entire_mailing_list.php When our indie studio began planning a public debut of our game at PAX Prime, we could never have anticipated what would follow. Read this post-mortem to learn about how we got brutally rejected by PAX, spent over $6500, then lost our whole mailing list. http://gamasutra.com/blogs/ElyotGrant/20140910/225347/Exhibiting_Prismata_How_we_got_screwed_by_PAX_blew_6500_showing_our_game_off_and_then_lost_our_entire_mailing_list.php Wed, 10 Sep 2014 03:09:00 EDT KGD - Avoiding Mechanic Traps - by Brandon Kidwell http://gamasutra.com/blogs/BrandonKidwell/20140910/225340/KGD__Avoiding_Mechanic_Traps.php My thoughts & opinions on Mechanic Traps. Mechanic Trap: A mechanic purposefully or accidentally designed to look beneficial to the player but doesn’t provide appropriate benefit. http://gamasutra.com/blogs/BrandonKidwell/20140910/225340/KGD__Avoiding_Mechanic_Traps.php Wed, 10 Sep 2014 01:54:00 EDT MP Alternatives: Lessons from the Classics - by Zack Wood http://gamasutra.com/blogs/ZackWood/20140910/225311/MP_Alternatives_Lessons_from_the_Classics.php Tired of having 0MP and no Ethers? Let's take a look at alternatives to the stereotypical "MP System" from some older RPGs. Part of a new series of posts called "Lessons from the Classics." http://gamasutra.com/blogs/ZackWood/20140910/225311/MP_Alternatives_Lessons_from_the_Classics.php Wed, 10 Sep 2014 09:40:00 EDT Monetizing a Mobile Game (Part 2) - by Michael Sadowski http://gamasutra.com/blogs/MichaelSadowski/20140910/225307/Monetizing_a_Mobile_Game_Part_2.php Whales? Accidental clicks? And what about "fairness"? Is there a viable monetization approach out there for the rest of us, who acknowledge that we aren't likely to create the next Candy Crush? http://gamasutra.com/blogs/MichaelSadowski/20140910/225307/Monetizing_a_Mobile_Game_Part_2.php Wed, 10 Sep 2014 08:38:00 EDT String to Bitmask - by Amir Barak http://gamasutra.com/blogs/AmirBarak/20140910/225302/String_to_Bitmask.php In which I detail a simple but useful utility to convert string representations of a bitmask into a bitmask value. http://gamasutra.com/blogs/AmirBarak/20140910/225302/String_to_Bitmask.php Wed, 10 Sep 2014 07:35:00 EDT The trials and tribulations of making a game about rape - by Sergio Rosa http://gamasutra.com/blogs/SergioRosa/20140910/225289/The_trials_and_tribulations_of_making_a_game_about_rape.php I don’t really know when the “rape" idea came up. I do know it took me a while to really decide if that was the path to go, not because I was worried about the event itself but because “rape” has become such a bad word in the gaming industry http://gamasutra.com/blogs/SergioRosa/20140910/225289/The_trials_and_tribulations_of_making_a_game_about_rape.php Wed, 10 Sep 2014 02:53:00 EDT "Princess Is In Another Castle" Revisited - by Erich Schuler http://gamasutra.com/blogs/ErichSchuler/20140910/225287/quotPrincess_Is_In_Another_Castlequot_Revisited.php Due to recent events and my own creative itch, I revisited "Princess Is In Another Castle." Art about women in games. Diversity and criticism is needed for games to mature as a medium. This is a catalyst designed to inform, educate, and raise awareness. http://gamasutra.com/blogs/ErichSchuler/20140910/225287/quotPrincess_Is_In_Another_Castlequot_Revisited.php Wed, 10 Sep 2014 12:26:00 EDT Postmortem LudumDare 30 Jam OlymPlanets - by William Oliveira De Lacerda http://gamasutra.com/blogs/WilliamOliveiraDeLacerda/20140909/225284/Postmortem_LudumDare_30_Jam_OlymPlanets.php Our Ludum Dare 30 72 hours game's postmortem. Our game is a sport game based on Olympic contests, but the difference is that they are in different planets with different races. You represent the human race in the game and must win the challenges to pro http://gamasutra.com/blogs/WilliamOliveiraDeLacerda/20140909/225284/Postmortem_LudumDare_30_Jam_OlymPlanets.php Tue, 09 Sep 2014 11:25:00 EDT Quality of Life Features for Creating Multiplayer Communites - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20140909/225260/Quality_of_Life_Features_for_Creating_Multiplayer_Communites.php Creating a successful online game is not just about the gameplay, but have the systems in place for growing your multiplayer fanbase. Today's post examines some of the quality of life features that every online game needs. http://gamasutra.com/blogs/UlyanaChernyak/20140909/225260/Quality_of_Life_Features_for_Creating_Multiplayer_Communites.php Tue, 09 Sep 2014 03:45:00 EDT Rewarding Difficulty in Game Design: Intrinsic vs. Extrinsic - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20140909/225259/Rewarding_Difficulty_in_Game_Design_Intrinsic_vs_Extrinsic.php Rewarding someone through playing comes in two types: Intrinsic and Extrinsic which require unique considerations and design. Today's post examines these methods using the updates to Diablo 3 and Payday 2 as examples. http://gamasutra.com/blogs/JoshBycer/20140909/225259/Rewarding_Difficulty_in_Game_Design_Intrinsic_vs_Extrinsic.php Tue, 09 Sep 2014 03:35:00 EDT How Perseverance Is A Successful But Dangerous Drug - by Koen Deetman http://gamasutra.com/blogs/KoenDeetman/20140909/225227/How_Perseverance_Is_A_Successful_But_Dangerous_Drug.php We work hard to make something of ourselves. To do this we need discipline, perseverance and great ambition to become more and more successful. However Great dangers lurk into it's shadows and could leave a devastating path behind. http://gamasutra.com/blogs/KoenDeetman/20140909/225227/How_Perseverance_Is_A_Successful_But_Dangerous_Drug.php Tue, 09 Sep 2014 10:22:00 EDT Community Building versus Marketing - by Andrew Trese http://gamasutra.com/blogs/AndrewTrese/20140909/225167/Community_Building_versus_Marketing.php I want to highlight the difference between community building and marketing. As a studio with a very active and very strong community, I want to share our approach to what it means to community build, and how marketing simply does not cut it. http://gamasutra.com/blogs/AndrewTrese/20140909/225167/Community_Building_versus_Marketing.php Tue, 09 Sep 2014 02:05:00 EDT Debugging Live Games: Finding and Fixing Issues in Live Games Before Users Find Them - by Michael Turner http://gamasutra.com/blogs/MichaelTurner/20140908/225158/Debugging_Live_Games_Finding_and_Fixing_Issues_in_Live_Games_Before_Users_Find_Them.php Most top grossing mobile games today are f2p & make money from ongoing operation. However technical issues arise often & do big damage to user retention & monetization. This article addresses how most technical issues can be solved before users find them. http://gamasutra.com/blogs/MichaelTurner/20140908/225158/Debugging_Live_Games_Finding_and_Fixing_Issues_in_Live_Games_Before_Users_Find_Them.php Mon, 08 Sep 2014 06:24:00 EDT SyncBuildRun: First Day - by Paul Furio http://gamasutra.com/blogs/PaulFurio/20140908/225149/SyncBuildRun_First_Day.php The opening volley for a new Seattle-based independent game company, focusing on Episodic Gaming. http://gamasutra.com/blogs/PaulFurio/20140908/225149/SyncBuildRun_First_Day.php Mon, 08 Sep 2014 05:29:00 EDT Follow the Money: Trust & Game Journalism - by Paul Barclay http://gamasutra.com/blogs/PaulBarclay/20140908/225141/Follow_the_Money_Trust__Game_Journalism.php Game media sites have lost the trust of many game players. We can follow the money to understand why, and how to rebuild that trust. http://gamasutra.com/blogs/PaulBarclay/20140908/225141/Follow_the_Money_Trust__Game_Journalism.php Mon, 08 Sep 2014 05:20:00 EDT Thoughts on the FTC’s policing of In App Purchases and “Friendly Fraud” - by Roy Smith http://gamasutra.com/blogs/RoySmith/20140908/225140/Thoughts_on_the_FTCs_policing_of_In_App_Purchases_and_Friendly_Fraud.php The blogosphere is buzzing around Google’s settlement with the FTC regarding in app purchases made by children without their parents’ approval. This post takes stock of what the FTC has done about kids and IAP and how the various platforms have responded. http://gamasutra.com/blogs/RoySmith/20140908/225140/Thoughts_on_the_FTCs_policing_of_In_App_Purchases_and_Friendly_Fraud.php Mon, 08 Sep 2014 02:57:00 EDT It's in the Eyes - by James Coote http://gamasutra.com/blogs/JamesCoote/20140908/225122/Its_in_the_Eyes.php Experiments and experiences of using eye tracking technology from the recent Rolling Eye game jam http://gamasutra.com/blogs/JamesCoote/20140908/225122/Its_in_the_Eyes.php Mon, 08 Sep 2014 12:45:00 EDT Unspoken Demons - Introduction - by Matthew Dyet http://gamasutra.com/blogs/MatthewDyet/20140908/225099/Unspoken_Demons__Introduction.php In the introductory chapter of this series of blogs, Matthew talks about his history with depression, what bought him to Game Development, and what he believes it takes to become a great game developer in the industry. http://gamasutra.com/blogs/MatthewDyet/20140908/225099/Unspoken_Demons__Introduction.php Mon, 08 Sep 2014 10:10:00 EDT Open Letter to Microsoft About Indie Games - by Jim Perry http://gamasutra.com/blogs/JimPerry/20140908/225090/Open_Letter_to_Microsoft_About_Indie_Games.php An open letter to Microsoft about the ID@Xbox program and the state of indie games on the Xbox One http://gamasutra.com/blogs/JimPerry/20140908/225090/Open_Letter_to_Microsoft_About_Indie_Games.php Mon, 08 Sep 2014 08:43:00 EDT Non-player-centric Games - by James Cox http://gamasutra.com/blogs/JamesCox/20140908/225067/Nonplayercentric_Games.php A lot of narrative games focus on the player character and control; why not make games with situations larger than the player; events that happen regardless of input? http://gamasutra.com/blogs/JamesCox/20140908/225067/Nonplayercentric_Games.php Mon, 08 Sep 2014 02:05:00 EDT Block design in level design - by Hugues Barlet http://gamasutra.com/blogs/HuguesBarlet/20140907/225061/Block_design_in_level_design.php Here is an article about block design, a technique used in level design. It exposes the main points I learned from my personal and professional experience. I hope it will help ! http://gamasutra.com/blogs/HuguesBarlet/20140907/225061/Block_design_in_level_design.php Sun, 07 Sep 2014 07:25:00 EDT This is Not the Last Console Generation; Nintendo Should Not Go Mobile - by Johansen Quijano http://gamasutra.com/blogs/JohansenQuijano/20140907/225023/This_is_Not_the_Last_Console_Generation_Nintendo_Should_Not_Go_Mobile.php Industry analyst Michael Pachter is leading another push for a mobile-only ecosystem by arguing the death of the console. His comments show ignorance of the gaming culture and industry. Here, I explain why there is at least one more console generation. http://gamasutra.com/blogs/JohansenQuijano/20140907/225023/This_is_Not_the_Last_Console_Generation_Nintendo_Should_Not_Go_Mobile.php Sun, 07 Sep 2014 09:03:00 EDT Inside Velocity 2X: World Interaction - by Ed Earl http://gamasutra.com/blogs/EdEarl/20140907/225021/Inside_Velocity_2X_World_Interaction.php Velocity 2X is all about speed. To achieve fluidity, not only does the player need perfect control of Kai, the world around her has to react in a way which is completely intuitive and natural to the player. http://gamasutra.com/blogs/EdEarl/20140907/225021/Inside_Velocity_2X_World_Interaction.php Sun, 07 Sep 2014 05:33:00 EDT Tutorials in the Epoch of the Casual Gamer - by Michael Trottier http://gamasutra.com/blogs/MichaelTrottier/20140906/225011/Tutorials_in_the_Epoch_of_the_Casual_Gamer.php Have Tutorials outgrown their usefulness? http://gamasutra.com/blogs/MichaelTrottier/20140906/225011/Tutorials_in_the_Epoch_of_the_Casual_Gamer.php Sat, 06 Sep 2014 03:26:00 EDT Android Market Analysis based on Two Months Download Data - by Arturs Sosins http://gamasutra.com/blogs/ArtursSosins/20140906/225010/Android_Market_Analysis_based_on_Two_Months_Download_Data.php After gathering download data for two months and comparing it with my other games, here is a little analysis on some Android markets http://gamasutra.com/blogs/ArtursSosins/20140906/225010/Android_Market_Analysis_based_on_Two_Months_Download_Data.php Sat, 06 Sep 2014 02:09:00 EDT Sprechen Sie Videogames?: Gaming for Language Learning - by Brandon Perton http://gamasutra.com/blogs/BrandonPerton/20140906/225006/Sprechen_Sie_Videogames_Gaming_for_Language_Learning.php Videogames are slowly gaining acceptance as credible educational tools, though of course they still have plenty of skeptics. Discussions of videogames and education in popular media tend to focus, understandably, on classroom possibilities. http://gamasutra.com/blogs/BrandonPerton/20140906/225006/Sprechen_Sie_Videogames_Gaming_for_Language_Learning.php Sat, 06 Sep 2014 01:14:00 EDT The Timing Windows of Game Sales and Releases - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20140905/225003/The_Timing_Windows_of_Game_Sales_and_Releases.php The popularity of sales in the Game Industry has grown over the years and has now become tied to game releases. Today's post examines the major game release periods and sales to keep in mind when releasing your game. http://gamasutra.com/blogs/UlyanaChernyak/20140905/225003/The_Timing_Windows_of_Game_Sales_and_Releases.php Fri, 05 Sep 2014 11:34:00 EDT Kickstarter Campaign Canceled & Why? - by Rich Melcombe http://gamasutra.com/blogs/RichMelcombe/20140905/224991/Kickstarter_Campaign_Canceled__Why.php Canceled Kickstarter Campaign Because Analytics Did Not Match Purported Impressions & Lack of Community http://gamasutra.com/blogs/RichMelcombe/20140905/224991/Kickstarter_Campaign_Canceled__Why.php Fri, 05 Sep 2014 04:25:00 EDT Alt Ctrl Game Jam 2014 (Sep. 12th – 22nd) - by Dajana Dimovska http://gamasutra.com/blogs/DajanaDimovska/20140905/224964/Alt_Ctrl_Game_Jam_2014_Sep_12th__22nd.php Alt Ctrl Game Jam is about being creative with the controls of your game. The jam will be happening online from Sep. 12th – Sep. 22nd. It is a 10 day jam with a goal to inspire the use of alternative controls in games. http://gamasutra.com/blogs/DajanaDimovska/20140905/224964/Alt_Ctrl_Game_Jam_2014_Sep_12th__22nd.php Fri, 05 Sep 2014 03:39:00 EDT Platform Trial and Errors - by Kris Steele http://gamasutra.com/blogs/KrisSteele/20140905/224987/Platform_Trial_and_Errors.php The last few years I've been struggling with finding the right platform to release my games on. In this post I'll talk about my experiences with XBLIG, iOS, Ouya, and PC and what is on the horizon next. http://gamasutra.com/blogs/KrisSteele/20140905/224987/Platform_Trial_and_Errors.php Fri, 05 Sep 2014 03:10:00 EDT How I Failed as an Indie Dev - by Jonathan Powell http://gamasutra.com/blogs/JonathanPowell/20140905/224974/How_I_Failed_as_an_Indie_Dev.php Behold the tattered tale of shattered dreams and harsh realities. Ok, it's not that much of a downer, however this is a raw and unabashed postmortem of my first foray into indie development. Spoilers - I failed. http://gamasutra.com/blogs/JonathanPowell/20140905/224974/How_I_Failed_as_an_Indie_Dev.php Fri, 05 Sep 2014 02:32:00 EDT Engaging children’s learning of reading through challenge and rewards - by Wai Yen Tang http://gamasutra.com/blogs/WaiYenTang/20140905/224980/Engaging_childrens_learning_of_reading_through_challenge_and_rewards.php This study investigated the effects of two game features (the level of challenge and the reward system) on first and second graders’ engagement during digital game-based learning of reading http://gamasutra.com/blogs/WaiYenTang/20140905/224980/Engaging_childrens_learning_of_reading_through_challenge_and_rewards.php Fri, 05 Sep 2014 02:16:00 EDT PAX Prime: an orange post-mortem - by Alex Nichiporchik http://gamasutra.com/blogs/AlexNichiporchik/20140905/224916/PAX_Prime_an_orange_postmortem.php Let's do PAX Prime we said, it's going to be fun we said. Chronological post-mortem of 10 days of PAX Prime Insanity and ethernet cables. http://gamasutra.com/blogs/AlexNichiporchik/20140905/224916/PAX_Prime_an_orange_postmortem.php Fri, 05 Sep 2014 07:53:00 EDT Indie vs Twindie - Why working on a game with another person is awesome - by Alex Johansson http://gamasutra.com/blogs/AlexJohansson/20140905/224785/Indie_vs_Twindie__Why_working_on_a_game_with_another_person_is_awesome.php For the last year, I have worked as a sole trader building games for a living. This summer I had the opportunity to work with a traditional artist to build a video game called CHIGUN. Here is a reflective comparison between working alone and together. http://gamasutra.com/blogs/AlexJohansson/20140905/224785/Indie_vs_Twindie__Why_working_on_a_game_with_another_person_is_awesome.php Fri, 05 Sep 2014 03:37:00 EDT Understanding High and Low Level Game Design - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20140905/224926/Understanding_High_and_Low_Level_Game_Design.php Understanding Game Design requires both an abstract and literal thought process and today's post examines these two and how you can use them when trying to create a game. http://gamasutra.com/blogs/JoshBycer/20140905/224926/Understanding_High_and_Low_Level_Game_Design.php Fri, 05 Sep 2014 01:22:00 EDT You Should Crack Open My Game - by Andy Wallace http://gamasutra.com/blogs/AndyWallace/20140904/224923/You_Should_Crack_Open_My_Game.php Why I decided to make it easy for players to edit the file that contains all of their scores and stats in PARTICLE MACE. http://gamasutra.com/blogs/AndyWallace/20140904/224923/You_Should_Crack_Open_My_Game.php Thu, 04 Sep 2014 09:21:00 EDT Real time in game facial animation changes everything - by Victor Didra http://gamasutra.com/blogs/VictorDidra/20140904/224435/Real_time_in_game_facial_animation_changes_everything.php Mixamo just announced the closed beta of real time in game facial animation via users webcams. This changes everything. Let's imagine the new opportunities. http://gamasutra.com/blogs/VictorDidra/20140904/224435/Real_time_in_game_facial_animation_changes_everything.php Thu, 04 Sep 2014 08:22:00 EDT Post-Kickstarter Finance By The Numbers; A One-Man Studio Postmortem - by Kee-Won Hong http://gamasutra.com/blogs/KeeWonHong/20140904/224920/PostKickstarter_Finance_By_The_Numbers_A_OneMan_Studio_Postmortem.php In March 2013, I ran a 30 day Kickstarter for my cyberpunk 2d shooter 'Contract Work'; Although the campaign was a success, the initial public release was a dismal failure. This is a full breakdown of the money numbers and my postmortem thoughts. http://gamasutra.com/blogs/KeeWonHong/20140904/224920/PostKickstarter_Finance_By_The_Numbers_A_OneMan_Studio_Postmortem.php Thu, 04 Sep 2014 06:08:00 EDT Unlock Your Creative Star Power - by Shelly Warmuth http://gamasutra.com/blogs/ShellyWarmuth/20140904/224904/Unlock_Your_Creative_Star_Power.php The only way to make your mark as a developer, or for your games to make their mark in the world is to explore the abilities of your tools and employ them in new and ingenious ways. http://gamasutra.com/blogs/ShellyWarmuth/20140904/224904/Unlock_Your_Creative_Star_Power.php Thu, 04 Sep 2014 05:42:00 EDT This Week in Archmage Rises: The Move - by Thomas Henshell http://gamasutra.com/blogs/ThomasHenshell/20140904/224919/This_Week_in_Archmage_Rises_The_Move.php Building a top-notch team and returning to civilization http://gamasutra.com/blogs/ThomasHenshell/20140904/224919/This_Week_in_Archmage_Rises_The_Move.php Thu, 04 Sep 2014 05:25:00 EDT The Art and Design of a "Rebot" - by Mike Tata http://gamasutra.com/blogs/MikeTata/20140904/224911/The_Art_and_Design_of_a_quotRebotquot.php We look at the process behind the creation of one character's art in our game, Scrap Squad. http://gamasutra.com/blogs/MikeTata/20140904/224911/The_Art_and_Design_of_a_quotRebotquot.php Thu, 04 Sep 2014 04:54:00 EDT Cross Platform Considerations for Designers - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20140904/224902/Cross_Platform_Considerations_for_Designers.php Multi platform releases are becoming more popular with technological advances making development viable. For today's post we're going to examine some of the details to keep in mind when moving a game from one platform to the other http://gamasutra.com/blogs/UlyanaChernyak/20140904/224902/Cross_Platform_Considerations_for_Designers.php Thu, 04 Sep 2014 03:44:00 EDT Don't Sit Idly By - The Wake Of "GamerGate" - by Mary Lee Sauder http://gamasutra.com/blogs/MaryLeeSauder/20140904/224887/Dont_Sit_Idly_By__The_Wake_Of_quotGamerGatequot.php How the gaming community can step up and handle these issues correctly this time. http://gamasutra.com/blogs/MaryLeeSauder/20140904/224887/Dont_Sit_Idly_By__The_Wake_Of_quotGamerGatequot.php Thu, 04 Sep 2014 01:16:00 EDT