Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Wed, 01 Apr 2015 09:26:08 EDT en-us scarless@think-services.com (Simon Carless) Building an indie Server for a MOBA/MMORPG - by Juan Belon Perez http://gamasutra.com/blogs/JuanBelonPerez/20150401/218637/Building_an_indie_Server_for_a_MOBAMMORPG.php A study of some of the current available types of game servers for our games http://gamasutra.com/blogs/JuanBelonPerez/20150401/218637/Building_an_indie_Server_for_a_MOBAMMORPG.php Wed, 01 Apr 2015 03:04:00 EDT The Clicker Phenomenon and pure Progression Models - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150401/240147/The_Clicker_Phenomenon_and_pure_Progression_Models.php "Clicker" games have become a popular time waster for many gamers and today's post explains how baking cookies and fighting monsters provide the same entertainment. http://gamasutra.com/blogs/JoshBycer/20150401/240147/The_Clicker_Phenomenon_and_pure_Progression_Models.php Wed, 01 Apr 2015 03:04:00 EDT Squeezing more juice out of your game design! - by Nathan Lovato http://gamasutra.com/blogs/NathanLovato/20150401/240149/Squeezing_more_juice_out_of_your_game_design.php There is a part of game feel that is really amusing to work on, and that helps to improve your core gameplay's feedback: Juicing. In this article, I want to share a collection of efficient juicing techniques. http://gamasutra.com/blogs/NathanLovato/20150401/240149/Squeezing_more_juice_out_of_your_game_design.php Wed, 01 Apr 2015 03:04:00 EDT Don't Be Scared To Kill Your Darlings - by Koen Deetman http://gamasutra.com/blogs/KoenDeetman/20150401/240195/Dont_Be_Scared_To_Kill_Your_Darlings.php It's been a while since I posted an article, a lot has happened the past few months. In this article I would like to highlight a few moments and explain why we made some radical choices during our game development within my indie studio KeokeN Interactive http://gamasutra.com/blogs/KoenDeetman/20150401/240195/Dont_Be_Scared_To_Kill_Your_Darlings.php Wed, 01 Apr 2015 03:04:00 EDT GDC BizDev Diaries: Managing 150+ Meetings for Twelve Companies Without Losing My Mind (Part 2 of 3) - by Jay Powell http://gamasutra.com/blogs/JayPowell/20150401/240223/GDC_BizDev_Diaries_Managing_150_Meetings_for_Twelve_Companies_Without_Losing_My_Mind_Part_2_of_3.php The second in a series of posts outlining how our consulting firm handled business development and marketing meetings for twelve very different companies simultaneously at GDC 2015. http://gamasutra.com/blogs/JayPowell/20150401/240223/GDC_BizDev_Diaries_Managing_150_Meetings_for_Twelve_Companies_Without_Losing_My_Mind_Part_2_of_3.php Wed, 01 Apr 2015 03:04:00 EDT 3 Monetization Metrics to Track Every Single Day - by Chung-Man Tam http://gamasutra.com/blogs/ChungManTam/20150401/240250/3_Monetization_Metrics_to_Track_Every_Single_Day.php Chartboost Chief Product Officer Chung-Man Tam shares three essential monetization metrics that game developers should track everyday. http://gamasutra.com/blogs/ChungManTam/20150401/240250/3_Monetization_Metrics_to_Track_Every_Single_Day.php Wed, 01 Apr 2015 03:04:00 EDT Don't monetize your games - by Sasa Stublic http://gamasutra.com/blogs/SasaStublic/20150401/240243/Dont_monetize_your_games.php Our mobile game 'Sharp Minds' is free, has no-ads and no in-app purchases. We chose not to monetize it and if you're indie, maybe you shouldn't either! http://gamasutra.com/blogs/SasaStublic/20150401/240243/Dont_monetize_your_games.php Wed, 01 Apr 2015 02:48:00 EDT Game Design Deep Dive: Tippity-tapping the screen to control a tribe of monkeys in Jungle Rumble - by Trevor Stricker http://gamasutra.com/blogs/TrevorStricker/20150331/239698/Game_Design_Deep_Dive_Tippitytapping_the_screen_to_control_a_tribe_of_monkeys_in_Jungle_Rumble.php Jungle Rumble is a rhythm game where players use a rhythmic-grammar control scheme. What does that mean? And how is this different from a follow-the-script rhythm game? http://gamasutra.com/blogs/TrevorStricker/20150331/239698/Game_Design_Deep_Dive_Tippitytapping_the_screen_to_control_a_tribe_of_monkeys_in_Jungle_Rumble.php Tue, 31 Mar 2015 05:29:00 EDT In Defense of Gaming: How Developers Can Protect Against the Top 5 Hacking Risks to Mobile Games - by Rennie Allen http://gamasutra.com/blogs/RennieAllen/20150331/239899/In_Defense_of_Gaming_How_Developers_Can_Protect_Against_the_Top_5_Hacking_Risks_to_Mobile_Games.php Many mobile gaming developers have not yet fully begun to understand the ramifications on long-term revenue loss that hacking is costing them today. Developers need to realize that their piece of the pie is at risk from day one. http://gamasutra.com/blogs/RennieAllen/20150331/239899/In_Defense_of_Gaming_How_Developers_Can_Protect_Against_the_Top_5_Hacking_Risks_to_Mobile_Games.php Tue, 31 Mar 2015 02:49:00 EDT Tips for how to design and develop free-to-play games - by Jose Maria Martinez http://gamasutra.com/blogs/JoseMariaMartinez/20150331/240059/Tips_for_how_to_design_and_develop_freetoplay_games.php This post shows some tips on how to make your HTML5 free-to-play games attractive so you can monetize them via ads, the purchase of virtual goods or any other way. For example, the first tip is about making short game loops. http://gamasutra.com/blogs/JoseMariaMartinez/20150331/240059/Tips_for_how_to_design_and_develop_freetoplay_games.php Tue, 31 Mar 2015 02:49:00 EDT Gamification milestones for mobile apps. Infographics. - by Ievgen Leonov http://gamasutra.com/blogs/IevgenLeonov/20150331/240089/Gamification_milestones_for_mobile_apps_Infographics.php Gamification is a buzz word these days. In terms of mobile apps, bringing game elements into a non-gaming context can be the best strategy to bring fun, increase user engagement, generate more traffic, and improve monetization. http://gamasutra.com/blogs/IevgenLeonov/20150331/240089/Gamification_milestones_for_mobile_apps_Infographics.php Tue, 31 Mar 2015 02:49:00 EDT The results of a weeklong deal on Steam - by Dave Toulouse http://gamasutra.com/blogs/DaveToulouse/20150331/240113/The_results_of_a_weeklong_deal_on_Steam.php Awareness is the most difficult challenge indie devs have to face but even when your game is not hugely popular Steam can make an interesting difference through weeklong deals. http://gamasutra.com/blogs/DaveToulouse/20150331/240113/The_results_of_a_weeklong_deal_on_Steam.php Tue, 31 Mar 2015 02:49:00 EDT Engagement Study: Raids of Glory - by Jero Juujärvi http://gamasutra.com/blogs/JeroJuujrvi/20150331/240088/Engagement_Study_Raids_of_Glory.php Engagement Study about mobile game Raids of Glory. In this post, you will learn some ways to engage and monetize your audience and improve your game design for better gaming experience. http://gamasutra.com/blogs/JeroJuujrvi/20150331/240088/Engagement_Study_Raids_of_Glory.php Tue, 31 Mar 2015 02:43:00 EDT Think of the consequences - by Craig Kelly http://gamasutra.com/blogs/CraigKelly/20150331/240106/Think_of_the_consequences.php this blog is disusing in general the trope of story driven games to consequence driven games like using Mass Effect as an example and Dead Space as the story driven. this as a part of a college assignment. http://gamasutra.com/blogs/CraigKelly/20150331/240106/Think_of_the_consequences.php Tue, 31 Mar 2015 02:43:00 EDT Playing Detective or How I Would Fix Danganronpa: Trigger Happy Havoc - by Michael Neel http://gamasutra.com/blogs/MichaelNeel/20150330/240021/Playing_Detective_or_How_I_Would_Fix_Danganronpa_Trigger_Happy_Havoc.php An analysis of how detective narrative is handled in Danganronpa: Trigger Happy Havoc with thoughts on how it could be changed to give the player greater agency in solving the cases. http://gamasutra.com/blogs/MichaelNeel/20150330/240021/Playing_Detective_or_How_I_Would_Fix_Danganronpa_Trigger_Happy_Havoc.php Mon, 30 Mar 2015 01:31:00 EDT Avian Apocalypse Post Mortem - by Kevin Morris http://gamasutra.com/blogs/KevinMorris/20150330/239624/Avian_Apocalypse_Post_Mortem.php Avian Apocalypse is a 2D platformer/shooter created by a team of 4 developers at SMU's Guildhall over the course of 8 weeks. http://gamasutra.com/blogs/KevinMorris/20150330/239624/Avian_Apocalypse_Post_Mortem.php Mon, 30 Mar 2015 01:30:00 EDT How F2P Summit Restored My Faith in Games (and Humanity) - by Nick Hatter http://gamasutra.com/blogs/NickHatter/20150330/239919/How_F2P_Summit_Restored_My_Faith_in_Games_and_Humanity.php F2P Summit is London's hidden gem for mobile game and free-to-play developers. Read why... http://gamasutra.com/blogs/NickHatter/20150330/239919/How_F2P_Summit_Restored_My_Faith_in_Games_and_Humanity.php Mon, 30 Mar 2015 01:30:00 EDT 10 Secrets to making your game longer (Part 1) - by Devin Becker http://gamasutra.com/blogs/DevinBecker/20150330/239926/10_Secrets_to_making_your_game_longer_Part_1.php In this 2 part post I'll explain how the current trends in social and mobile games have left us with a series content problem, and 10 things you can do to conquer it. http://gamasutra.com/blogs/DevinBecker/20150330/239926/10_Secrets_to_making_your_game_longer_Part_1.php Mon, 30 Mar 2015 01:30:00 EDT 10 Secrets to making your game longer (Part 2) - by Devin Becker http://gamasutra.com/blogs/DevinBecker/20150330/239927/10_Secrets_to_making_your_game_longer_Part_2.php In this 2 part post I'll explain how the current trends in social and mobile games have left us with a series content problem, and 10 things you can do to conquer it. http://gamasutra.com/blogs/DevinBecker/20150330/239927/10_Secrets_to_making_your_game_longer_Part_2.php Mon, 30 Mar 2015 01:30:00 EDT PebbleQuest: 25kB of Awesome - by David C Drake http://gamasutra.com/blogs/DavidCDrake/20150330/239932/PebbleQuest_25kB_of_Awesome.php Postmortem analysis of PebbleQuest, an action-RPG written in C for the Pebble watch, followed by my thoughts on the future of smartwatch gaming. http://gamasutra.com/blogs/DavidCDrake/20150330/239932/PebbleQuest_25kB_of_Awesome.php Mon, 30 Mar 2015 01:30:00 EDT Monday Morning Game Design IV - by Tom Nietfeld http://gamasutra.com/blogs/TomNietfeld/20150330/239955/Monday_Morning_Game_Design_IV.php Part IV of my monday morning game design blog. http://gamasutra.com/blogs/TomNietfeld/20150330/239955/Monday_Morning_Game_Design_IV.php Mon, 30 Mar 2015 01:30:00 EDT Have you done your gamedev legal "spring cleaning" yet? - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20150330/239972/Have_you_done_your_gamedev_legal_quotspring_cleaningquot_yet.php Have you looked at your game development legal situation lately? Game lawyer Zachary Strebeck gives developers a heads-up on some important issues. http://gamasutra.com/blogs/ZacharyStrebeck/20150330/239972/Have_you_done_your_gamedev_legal_quotspring_cleaningquot_yet.php Mon, 30 Mar 2015 01:30:00 EDT Computer science stereotypes as barriers to inclusion for women and how they extend to videogames - by Wai Yen Tang http://gamasutra.com/blogs/WaiYenTang/20150330/239998/Computer_science_stereotypes_as_barriers_to_inclusion_for_women_and_how_they_extend_to_videogames.php A review of studies in how computer science stereotypes act as psychological barriers to women from majoring to computer science. These barriers are extended to videogames. http://gamasutra.com/blogs/WaiYenTang/20150330/239998/Computer_science_stereotypes_as_barriers_to_inclusion_for_women_and_how_they_extend_to_videogames.php Mon, 30 Mar 2015 01:30:00 EDT Game Jamming During A Game Convention: A Convention Jam Tale - by E Zachary Knight http://gamasutra.com/blogs/EZacharyKnight/20150330/240001/Game_Jamming_During_A_Game_Convention_A_Convention_Jam_Tale.php Sleep and sanity? No need for that here. Check out our experience at Super! BitCon as we made a game while visitors got to play games http://gamasutra.com/blogs/EZacharyKnight/20150330/240001/Game_Jamming_During_A_Game_Convention_A_Convention_Jam_Tale.php Mon, 30 Mar 2015 01:30:00 EDT Platform agnostic HTML5 game development and performance - by Matt Allan http://gamasutra.com/blogs/MattAllan/20150330/239953/Platform_agnostic_HTML5_game_development_and_performance.php An investigation into the support and performance levels that game developers can expect from the current generation of consoles running HTML5. http://gamasutra.com/blogs/MattAllan/20150330/239953/Platform_agnostic_HTML5_game_development_and_performance.php Mon, 30 Mar 2015 01:01:00 EDT No one reads text in a tutorial - by Abhinav Sarangi http://gamasutra.com/blogs/AbhinavSarangi/20150330/239974/No_one_reads_text_in_a_tutorial.php Post talks about our experiences with developing an effective tutorial for our simple 2 button game "I shot the sheriff". We realised that a text based tutorial was ineffective and had to make a gameplay based tutorial whereby players "learned by doing". http://gamasutra.com/blogs/AbhinavSarangi/20150330/239974/No_one_reads_text_in_a_tutorial.php Mon, 30 Mar 2015 01:01:00 EDT A Finished Game - Short stories from Argentina - by Alejandro Pro http://gamasutra.com/blogs/AlejandroPro/20150330/239918/A_Finished_Game__Short_stories_from_Argentina.php As an independent developer, as an artist, when can you call your project "finished"? Who's rushing you? It's a tough call to make, no doubt. But it turns out 4 different developers (from diverse backgrounds) managed to point me in the right direction. http://gamasutra.com/blogs/AlejandroPro/20150330/239918/A_Finished_Game__Short_stories_from_Argentina.php Mon, 30 Mar 2015 01:00:00 EDT Bombear : A Mobile Development - by Cheyenne Wright http://gamasutra.com/blogs/CheyenneWright/20150330/239924/Bombear__A_Mobile_Development.php This is a kind of post mortem about our time working on our first game titled Bombear. http://gamasutra.com/blogs/CheyenneWright/20150330/239924/Bombear__A_Mobile_Development.php Mon, 30 Mar 2015 01:00:00 EDT 6 Lessons for Game Developers learned at F8 2015 - by Rik Haandrikman http://gamasutra.com/blogs/RikHaandrikman/20150330/239977/6_Lessons_for_Game_Developers_learned_at_F8_2015.php F8 2015, Facebook's annual developer conference, was bigger than ever. Yet, with over 20% of attendees working in the gaming industry, the word 'games' wasn't uttered a single time on Day 1 of the conference. Is Facebook done with gaming? No. Why? Read on http://gamasutra.com/blogs/RikHaandrikman/20150330/239977/6_Lessons_for_Game_Developers_learned_at_F8_2015.php Mon, 30 Mar 2015 01:00:00 EDT GameCrimes: Giving an English voice to the Spanish videogame scene - by Samuel Fiunte Matarredona http://gamasutra.com/blogs/SamuelFiunteMatarredona/20150327/237095/GameCrimes_Giving_an_English_voice_to_the_Spanish_videogame_scene.php Introduction to our Spanish scene devoted podcast and website GameCrimes, and a brief reasoning about why we're doing it. http://gamasutra.com/blogs/SamuelFiunteMatarredona/20150327/237095/GameCrimes_Giving_an_English_voice_to_the_Spanish_videogame_scene.php Fri, 27 Mar 2015 03:39:00 EDT Spellblade Postmortem - by Marcelo Spiezzi Raimbault http://gamasutra.com/blogs/MarceloSpiezziRaimbault/20150327/239622/Spellblade_Postmortem.php This postmortem covers what went right, wrong and what we learned while developing Spellblade. a student game project at SMU`s Guildhall. http://gamasutra.com/blogs/MarceloSpiezziRaimbault/20150327/239622/Spellblade_Postmortem.php Fri, 27 Mar 2015 03:39:00 EDT Game Dev 101 - by Juliette Dupre http://gamasutra.com/blogs/JulietteDupre/20150327/239834/Game_Dev_101.php Quick start guide for anyone brand new to game development who wants to become a part of it. http://gamasutra.com/blogs/JulietteDupre/20150327/239834/Game_Dev_101.php Fri, 27 Mar 2015 03:39:00 EDT The Musical Box #29: Rolling Musically - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20150327/239851/The_Musical_Box_29_Rolling_Musically.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #29: Super Mario Galaxy http://gamasutra.com/blogs/MarceloMartins/20150327/239851/The_Musical_Box_29_Rolling_Musically.php Fri, 27 Mar 2015 03:39:00 EDT The Musical Box #30: Shepard Can Dance - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20150327/239852/The_Musical_Box_30_Shepard_Can_Dance.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #30: Mass Effect 3 http://gamasutra.com/blogs/MarceloMartins/20150327/239852/The_Musical_Box_30_Shepard_Can_Dance.php Fri, 27 Mar 2015 03:39:00 EDT Particles spawned at mesh vertices: Recreating inFamous Second Son's neon run effect in Unity3D - by Marek Stromsky http://gamasutra.com/blogs/MarekStromsky/20150327/239861/Particles_spawned_at_mesh_vertices_Recreating_inFamous_Second_Sons_neon_run_effect_in_Unity3D.php I've tried to recreate inFamous Second Son effect (spawning particles at object vertices) in Unity3d that could be used also on mobile devices. http://gamasutra.com/blogs/MarekStromsky/20150327/239861/Particles_spawned_at_mesh_vertices_Recreating_inFamous_Second_Sons_neon_run_effect_in_Unity3D.php Fri, 27 Mar 2015 03:39:00 EDT GDC BizDev Diaries: Managing 150+ Meetings for Twelve Companies Without Losing My Mind (Part 1 of 3) - by Jay Powell http://gamasutra.com/blogs/JayPowell/20150327/239894/GDC_BizDev_Diaries_Managing_150_Meetings_for_Twelve_Companies_Without_Losing_My_Mind_Part_1_of_3.php The first in a series of posts outlining how our consulting firm handled business development and marketing meetings for twelve very different companies simultaneously at GDC 2015. http://gamasutra.com/blogs/JayPowell/20150327/239894/GDC_BizDev_Diaries_Managing_150_Meetings_for_Twelve_Companies_Without_Losing_My_Mind_Part_1_of_3.php Fri, 27 Mar 2015 03:39:00 EDT The Balance of Meta-game Design Featuring Age of Empires - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150327/239908/The_Balance_of_Metagame_Design_Featuring_Age_of_Empires.php Age of Empires for the last few games became one of the first strategy series to have Meta-game design and today's post examines the differing philosophies and challenges of adding this model to your game. http://gamasutra.com/blogs/JoshBycer/20150327/239908/The_Balance_of_Metagame_Design_Featuring_Age_of_Empires.php Fri, 27 Mar 2015 03:39:00 EDT Five Awesome Hacks for Exhibiting your Indie Game at PAX or GDC - by Elyot Grant http://gamasutra.com/blogs/ElyotGrant/20150326/239610/Five_Awesome_Hacks_for_Exhibiting_your_Indie_Game_at_PAX_or_GDC.php Have you ever wondered how indie devs survive conventions? Well, wonder no more. We've got five "life hacks for indie game exhibitors" that show how it's done. http://gamasutra.com/blogs/ElyotGrant/20150326/239610/Five_Awesome_Hacks_for_Exhibiting_your_Indie_Game_at_PAX_or_GDC.php Thu, 26 Mar 2015 02:03:00 EDT The theory of kickstarterivity or lessons learned from an indiedev's journey Part II: Welcome to the Jungle - by Daniel Parente http://gamasutra.com/blogs/DanielParente/20150326/239707/The_theory_of_kickstarterivity_or_lessons_learned_from_an_indiedevs_journey_Part_II_Welcome_to_the_Jungle.php Second part of the serie of articles with lessons learned on the kickstarter (http://bit.ly/18XfHQU) campaign for Upside-Down Dimensions game, and focused on planning and traffic http://gamasutra.com/blogs/DanielParente/20150326/239707/The_theory_of_kickstarterivity_or_lessons_learned_from_an_indiedevs_journey_Part_II_Welcome_to_the_Jungle.php Thu, 26 Mar 2015 02:03:00 EDT Nostalgia and the Dangers of Retro Game Design - by Richard Atlas http://gamasutra.com/blogs/RichardAtlas/20150326/239725/Nostalgia_and_the_Dangers_of_Retro_Game_Design.php In this post I talk about nostalgia, the dangers of designing for nostalgia, the "retro game" movement, and the games I find nostalgic. http://gamasutra.com/blogs/RichardAtlas/20150326/239725/Nostalgia_and_the_Dangers_of_Retro_Game_Design.php Thu, 26 Mar 2015 02:03:00 EDT In-game Feedback Forms - by Charles Cordingley http://gamasutra.com/blogs/CharlesCordingley/20150326/239748/Ingame_Feedback_Forms.php There was a talk at this year's GDC on Subnautica's feedback system. Here are some notes from implementing a similar system in my own game. http://gamasutra.com/blogs/CharlesCordingley/20150326/239748/Ingame_Feedback_Forms.php Thu, 26 Mar 2015 02:03:00 EDT Lessons learned after 1 year in business - by Elwin Verploegen http://gamasutra.com/blogs/ElwinVerploegen/20150326/239770/Lessons_learned_after_1_year_in_business.php March 1st 2014 is when we moved into our first office, and also when we started working on Fragments of Him full-time. Since then we've learned a lot about making games and running a business. This blog post will go over some of the lessons we've learned. http://gamasutra.com/blogs/ElwinVerploegen/20150326/239770/Lessons_learned_after_1_year_in_business.php Thu, 26 Mar 2015 02:03:00 EDT Interview with Alberto Gomez the developer of Tako's Japanese - by Abdurrahman Khallouf http://gamasutra.com/blogs/AbdurrahmanKhallouf/20150326/239789/Interview_with_Alberto_Gomez_the_developer_of_Takos_Japanese.php Tako Japanese, an Interactive educational game/app dedicated to teach Japanese in a fun and creative way, I interviewed Alberto Gomez a Spanish programmer and game developer who worked two years to get it done. http://gamasutra.com/blogs/AbdurrahmanKhallouf/20150326/239789/Interview_with_Alberto_Gomez_the_developer_of_Takos_Japanese.php Thu, 26 Mar 2015 02:03:00 EDT 5 Best Practices for Cost-Efficient User Acquisition - by Pepe Agell http://gamasutra.com/blogs/PepeAgell/20150326/239712/5_Best_Practices_for_CostEfficient_User_Acquisition.php Pepe Agell, Head of International for Chartboost, gives his five best tips for building and executing a cost-efficient user acquisition strategy. http://gamasutra.com/blogs/PepeAgell/20150326/239712/5_Best_Practices_for_CostEfficient_User_Acquisition.php Thu, 26 Mar 2015 01:36:00 EDT Creating a movement component for an RTS in UE4 - by Dmitry Terekhov http://gamasutra.com/blogs/DmitryTerekhov/20150325/239535/Creating_a_movement_component_for_an_RTS_in_UE4.php Let's talk about movement components, pathfinding, network and UE4 architecture. http://gamasutra.com/blogs/DmitryTerekhov/20150325/239535/Creating_a_movement_component_for_an_RTS_in_UE4.php Wed, 25 Mar 2015 01:12:00 EDT How to Create Immersive Game Intros - by Nathan Lovato http://gamasutra.com/blogs/NathanLovato/20150325/239612/How_to_Create_Immersive_Game_Intros.php There are two critical parts of any creation that leave a trail in the viewer’s mind: the introduction and the conclusion. In the case of a game, the first impression is even more important: your game’s intro can make or break its retention. http://gamasutra.com/blogs/NathanLovato/20150325/239612/How_to_Create_Immersive_Game_Intros.php Wed, 25 Mar 2015 01:12:00 EDT The mobile app cloning lawsuits continue – Blizzard, Lilith Games and uCool - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20150325/239639/The_mobile_app_cloning_lawsuits_continue__Blizzard_Lilith_Games_and_uCool.php Game lawyer Zachary Strebeck looks at two new mobile game cloning lawsuits involving Blizzard and uCool, along with some general thoughts on the issue. http://gamasutra.com/blogs/ZacharyStrebeck/20150325/239639/The_mobile_app_cloning_lawsuits_continue__Blizzard_Lilith_Games_and_uCool.php Wed, 25 Mar 2015 01:12:00 EDT Criminal Case - User Experience Insights - by Om Tandon http://gamasutra.com/blogs/OmTandon/20150325/239641/Criminal_Case__User_Experience_Insights.php A UX breakdown of what makes this title criminally addictive and areas where it can push it,s boundaries more. http://gamasutra.com/blogs/OmTandon/20150325/239641/Criminal_Case__User_Experience_Insights.php Wed, 25 Mar 2015 01:12:00 EDT User Acquisition on a Budget: Lessons Learned from Facebook Ads - by Adam Russell http://gamasutra.com/blogs/AdamRussell/20150325/239655/User_Acquisition_on_a_Budget_Lessons_Learned_from_Facebook_Ads.php Discussing the lessons learned from running a Facebook User Acquisition campaign on less than one hundred pounds. http://gamasutra.com/blogs/AdamRussell/20150325/239655/User_Acquisition_on_a_Budget_Lessons_Learned_from_Facebook_Ads.php Wed, 25 Mar 2015 01:12:00 EDT Nom Cat proves how close-knit the indie developer community really is - by Herdjie Zhou http://gamasutra.com/blogs/HerdjieZhou/20150325/239676/Nom_Cat_proves_how_closeknit_the_indie_developer_community_really_is.php As a recently started gaming studio, we, Lucky Kat Studios, have reached out to well-known pixel artists in the community to create guest art for our upcoming mobile game Nom Cat. Against all our expectations, artists were ready to help us out. http://gamasutra.com/blogs/HerdjieZhou/20150325/239676/Nom_Cat_proves_how_closeknit_the_indie_developer_community_really_is.php Wed, 25 Mar 2015 01:12:00 EDT Community Engagement - by Charles Lees-Czerkawski http://gamasutra.com/blogs/CharlesLeesCzerkawski/20150325/239692/Community_Engagement.php This blog is re-posted from the Guerilla Tea dev blog, covering some of the community engagement activities the company undertakes. http://gamasutra.com/blogs/CharlesLeesCzerkawski/20150325/239692/Community_Engagement.php Wed, 25 Mar 2015 01:12:00 EDT Design Journal - Part 1 - by Risto Holmström http://gamasutra.com/blogs/RistoHolmstrm/20150325/239651/Design_Journal__Part_1.php A discussion about the important underlying constants of designing a successful game. http://gamasutra.com/blogs/RistoHolmstrm/20150325/239651/Design_Journal__Part_1.php Wed, 25 Mar 2015 01:08:00 EDT UI Strategy Game Design Dos and Don'ts - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150324/239608/UI_Strategy_Game_Design_Dos_and_Donts.php Today's post returns to the strategy genre to discuss the importance of a good UI and some elements that designers need to pay attention to. http://gamasutra.com/blogs/JoshBycer/20150324/239608/UI_Strategy_Game_Design_Dos_and_Donts.php Tue, 24 Mar 2015 02:30:00 EDT Road to SXSW: A Postmortem of Bringing Yomi's Gate to Austin, TX for the Gaming Awards - by Jake Vander Ende http://gamasutra.com/blogs/JakeVanderEnde/20150324/239516/Road_to_SXSW_A_Postmortem_of_Bringing_Yomis_Gate_to_Austin_TX_for_the_Gaming_Awards.php I discuss what it was like to bring tabletop game Yomi's Gate to the 2015 SXSW Gaming Awards and convention, releasing the game from the show floor, including the good, the bad, and the lessons I learned from that experience. http://gamasutra.com/blogs/JakeVanderEnde/20150324/239516/Road_to_SXSW_A_Postmortem_of_Bringing_Yomis_Gate_to_Austin_TX_for_the_Gaming_Awards.php Tue, 24 Mar 2015 01:48:00 EDT Unity 5: Making the Most of Updating (Lighting and Shaders) - by Joe Kelly http://gamasutra.com/blogs/JoeKelly/20150324/239523/Unity_5_Making_the_Most_of_Updating_Lighting_and_Shaders.php A peek into how Psydra Games updated their in-development title to Unity 5, using the new features available in the free Personal Edition. http://gamasutra.com/blogs/JoeKelly/20150324/239523/Unity_5_Making_the_Most_of_Updating_Lighting_and_Shaders.php Tue, 24 Mar 2015 01:48:00 EDT How Much It Costs Spotkin to Run Its Steam Workship Replacement On Google App Engine - by Keith Johnston http://gamasutra.com/blogs/KeithJohnston/20150324/239530/How_Much_It_Costs_Spotkin_to_Run_Its_Steam_Workship_Replacement_On_Google_App_Engine.php How Spotkin (www.spotkin.com) is monitoring Google App Engine costs for the Spotkin Workshop, a backend that provides the workshop capabilities outside of Steam for its game Contraption Maker (www.contraptionmaker.com). http://gamasutra.com/blogs/KeithJohnston/20150324/239530/How_Much_It_Costs_Spotkin_to_Run_Its_Steam_Workship_Replacement_On_Google_App_Engine.php Tue, 24 Mar 2015 01:48:00 EDT Request for survey for digital games consumer perspective. - by saiqa aleem http://gamasutra.com/blogs/SaiqaAleem/20150324/239543/Request_for_survey_for_digital_games_consumer_perspective.php I am conducting a research on game development process for consumer perspective and key factors. Your cooperation will be highly appreciable. http://gamasutra.com/blogs/SaiqaAleem/20150324/239543/Request_for_survey_for_digital_games_consumer_perspective.php Tue, 24 Mar 2015 01:48:00 EDT Russian Mobile Market: Insights, Forecasts and Tips - by Julia Wunder http://gamasutra.com/blogs/JuliaWunder/20150324/239542/Russian_Mobile_Market_Insights_Forecasts_and_Tips.php Based on latest available data, this article shows the current state of mobile market in Russia, as well as a forecast of its future developments, along with a variety of useful tips on entering Russian mobile app market. http://gamasutra.com/blogs/JuliaWunder/20150324/239542/Russian_Mobile_Market_Insights_Forecasts_and_Tips.php Tue, 24 Mar 2015 01:41:00 EDT Starting up a game business: Decision Making - by Juha Vainio http://gamasutra.com/blogs/JuhaVainio/20150324/239549/Starting_up_a_game_business_Decision_Making.php Blog post about decision making over founding a game company by Epic Owl Ltd's CEO Juha Vainio. http://gamasutra.com/blogs/JuhaVainio/20150324/239549/Starting_up_a_game_business_Decision_Making.php Tue, 24 Mar 2015 01:41:00 EDT Analytics Event Collection and Storage with Apache Flume NG - by Dennis Waldron http://gamasutra.com/blogs/DennisWaldron/20150324/239561/Analytics_Event_Collection_and_Storage_with_Apache_Flume_NG.php A look at how Plumbee collects and stores analytics events from its gaming platform using Apache Flume NG. http://gamasutra.com/blogs/DennisWaldron/20150324/239561/Analytics_Event_Collection_and_Storage_with_Apache_Flume_NG.php Tue, 24 Mar 2015 01:41:00 EDT