Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Fri, 31 Oct 2014 07:48:54 EDT en-us scarless@think-services.com (Simon Carless) Mass Murders, Christianity, LGBTQ, and GamerGate - by Evan Todd http://gamasutra.com/blogs/EvanTodd/20141031/229005/Mass_Murders_Christianity_LGBTQ_and_GamerGate.php In this article I present an idea that may help both sides of GamerGate survive the ordeal. Simply this: negative movements are counter-productive. Positive movements affect change. http://gamasutra.com/blogs/EvanTodd/20141031/229005/Mass_Murders_Christianity_LGBTQ_and_GamerGate.php Fri, 31 Oct 2014 01:41:00 EDT The Narrative Engine Driving Ice-Bound: A Novel of Reconfiguration - by Jacob Garbe http://gamasutra.com/blogs/JacobGarbe/20141031/228843/The_Narrative_Engine_Driving_IceBound_A_Novel_of_Reconfiguration.php Learn about the innovative narrative engine driving Ice-Bound, an indie game that interacts with a physical book using augmented reality. Also, some details on how the devs tackled the thorny problem of combinatorial content authoring. http://gamasutra.com/blogs/JacobGarbe/20141031/228843/The_Narrative_Engine_Driving_IceBound_A_Novel_of_Reconfiguration.php Fri, 31 Oct 2014 01:40:00 EDT Sky Battle's flight to Greenlight success - by Peter Lacalamita http://gamasutra.com/blogs/PeterLacalamita/20141031/229064/Sky_Battles_flight_to_Greenlight_success.php On man's quest to get his air combat game on Steam. http://gamasutra.com/blogs/PeterLacalamita/20141031/229064/Sky_Battles_flight_to_Greenlight_success.php Fri, 31 Oct 2014 01:40:00 EDT Unity VR optimisation hints and tips - by Nick Pittom http://gamasutra.com/blogs/NickPittom/20141031/229074/Unity_VR_optimisation_hints_and_tips.php We're making a VR dungeon crawler called 'Crystal Rift'. It's pretty difficult to make a VR game, but also pretty fun. Here we hope to give an insight into our working methods and process. http://gamasutra.com/blogs/NickPittom/20141031/229074/Unity_VR_optimisation_hints_and_tips.php Fri, 31 Oct 2014 01:40:00 EDT Interview with the Developer: The Halloween Mod Chronicles - by Erik Waananen http://gamasutra.com/blogs/ErikWaananen/20141031/229103/Interview_with_the_Developer_The_Halloween_Mod_Chronicles.php In 2002, the world was (trick-or-)treated to a Halloween themed Half-Life mod. 12 years later, a game design student (and fan of the original game) sits down with the mod's creator to reminisce about this Halloween cult classic. http://gamasutra.com/blogs/ErikWaananen/20141031/229103/Interview_with_the_Developer_The_Halloween_Mod_Chronicles.php Fri, 31 Oct 2014 01:40:00 EDT Cleaning up the E-Sports Market - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141031/229108/Cleaning_up_the_ESports_Market.php Toxic communities have sadly been a part of E-Sports and the competitive crowd for some time. But in recent years there have been developers trying to improve matters and today's post looks at this trend and why it is happening. http://gamasutra.com/blogs/UlyanaChernyak/20141031/229108/Cleaning_up_the_ESports_Market.php Fri, 31 Oct 2014 01:40:00 EDT Character Design in the Sanctum Series - by Armin Ibrisagic http://gamasutra.com/blogs/ArminIbrisagic/20141031/229136/Character_Design_in_the_Sanctum_Series.php Coffee Stain Studios' Armin Ibrisagic talks about their efforts taken during Sanctum 1 and Sanctum 2 to design diverse playable characters that differ from the industry norms. http://gamasutra.com/blogs/ArminIbrisagic/20141031/229136/Character_Design_in_the_Sanctum_Series.php Fri, 31 Oct 2014 01:40:00 EDT The Musical Box #13: Musical Fantasy - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141031/229141/The_Musical_Box_13_Musical_Fantasy.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #13: Final Fantasy XIII-2 http://gamasutra.com/blogs/MarceloMartins/20141031/229141/The_Musical_Box_13_Musical_Fantasy.php Fri, 31 Oct 2014 01:40:00 EDT Why we can't have nice things - by Sam Coster http://gamasutra.com/blogs/SamCoster/20141031/229172/Why_we_cant_have_nice_things.php Adam Coster of Butterscotch Shenanigans dives into the effects of F2P on an indie studio's design practices, and its player base. http://gamasutra.com/blogs/SamCoster/20141031/229172/Why_we_cant_have_nice_things.php Fri, 31 Oct 2014 01:40:00 EDT Breasts? No thank you! - by Michelle Martin http://gamasutra.com/blogs/MichelleMartin/20141030/229066/Breasts_No_thank_you.php Maybe I should have just made a game about candy pieces. It would have been a lot easier. Calling my shiny, colorful puzzle game ‘Boob Rescue’ certainly made things a lot harder than they needed to be. http://gamasutra.com/blogs/MichelleMartin/20141030/229066/Breasts_No_thank_you.php Thu, 30 Oct 2014 02:46:00 EDT Welcome to the Neighborhood: Five tips for getting to know your new local community - by Nick Cummings http://gamasutra.com/blogs/NickCummings/20141030/228965/Welcome_to_the_Neighborhood_Five_tips_for_getting_to_know_your_new_local_community.php Moving to a new city and meeting new people is tough—but it's even harder if you're an independent game dev. Fortunately, finding a new community of new friends and colleagues in the indie games scene is easier than ever. Here are 5 tips to get started. http://gamasutra.com/blogs/NickCummings/20141030/228965/Welcome_to_the_Neighborhood_Five_tips_for_getting_to_know_your_new_local_community.php Thu, 30 Oct 2014 02:29:00 EDT Composing an Indie RPG Title Track - by Thomas Henshell http://gamasutra.com/blogs/ThomasHenshell/20141030/228982/Composing_an_Indie_RPG_Title_Track.php Composer James Marantette sheds some light on the creative process behind the Archmage Rises title track. http://gamasutra.com/blogs/ThomasHenshell/20141030/228982/Composing_an_Indie_RPG_Title_Track.php Thu, 30 Oct 2014 02:29:00 EDT Making Games is Hard - by Peter Cardwell-Gardner http://gamasutra.com/blogs/PeterCardwellGardner/20141030/228986/Making_Games_is_Hard.php What does the road from prototype to fully fledged game look and feel like? Reflections after a year and half spent on indie title Cadence reveal game development can be much more emotional testing than you ever imagined. http://gamasutra.com/blogs/PeterCardwellGardner/20141030/228986/Making_Games_is_Hard.php Thu, 30 Oct 2014 02:29:00 EDT How I got my Dream Job in the Gaming Industry - by Vikrant Agarwal http://gamasutra.com/blogs/VikrantAgarwal/20141030/228987/How_I_got_my_Dream_Job_in_the_Gaming_Industry.php My long journey to getting a job in the gaming industry http://gamasutra.com/blogs/VikrantAgarwal/20141030/228987/How_I_got_my_Dream_Job_in_the_Gaming_Industry.php Thu, 30 Oct 2014 02:29:00 EDT The Musical Box #12: Katana Kidd - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141030/229003/The_Musical_Box_12_Katana_Kidd.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #12: Alex Kidd in Shinobi World http://gamasutra.com/blogs/MarceloMartins/20141030/229003/The_Musical_Box_12_Katana_Kidd.php Thu, 30 Oct 2014 02:29:00 EDT Not uniting to “beat” Greenlight but understanding the struggle - by Dave Toulouse http://gamasutra.com/blogs/DaveToulouse/20141029/228909/Not_uniting_to_beat_Greenlight_but_understanding_the_struggle.php As and indie dev with a game stuck in Greenlight I won't be joining the group of devs trying to "beat" Greenlight but I understand that their frustration isn't just out of some entitlement. http://gamasutra.com/blogs/DaveToulouse/20141029/228909/Not_uniting_to_beat_Greenlight_but_understanding_the_struggle.php Wed, 29 Oct 2014 02:33:00 EDT How Much Friction? - by K Thor Jensen http://gamasutra.com/blogs/KThorJensen/20141029/228823/How_Much_Friction.php When critics say your game is "too long," what do they really mean? http://gamasutra.com/blogs/KThorJensen/20141029/228823/How_Much_Friction.php Wed, 29 Oct 2014 01:59:00 EDT Designing a “playable” UI that secretly teaches how to play - by Yowan Langlais http://gamasutra.com/blogs/YowanLanglais/20141029/228826/Designing_a_playable_UI_that_secretly_teaches_how_to_play.php A thorough breakdown of how we designed a fully "playable" UI for our local-multiplayer party game, Toto Temple Deluxe! http://gamasutra.com/blogs/YowanLanglais/20141029/228826/Designing_a_playable_UI_that_secretly_teaches_how_to_play.php Wed, 29 Oct 2014 01:59:00 EDT The DLC Transition and Expanding the Expansion Pack - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20141029/228828/The_DLC_Transition_and_Expanding_the_Expansion_Pack.php The lines between expansion packs and DLC have blurred in the digital era and today's post examines how DLC has overtaken expansion packs and what this means for game development. http://gamasutra.com/blogs/JoshBycer/20141029/228828/The_DLC_Transition_and_Expanding_the_Expansion_Pack.php Wed, 29 Oct 2014 01:59:00 EDT The Musical Box #10: Brave as a Frog - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141029/228834/The_Musical_Box_10_Brave_as_a_Frog.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #10: Battletoads http://gamasutra.com/blogs/MarceloMartins/20141029/228834/The_Musical_Box_10_Brave_as_a_Frog.php Wed, 29 Oct 2014 01:59:00 EDT The New Collectible Market for Game Development -- Toys to Life - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141029/228863/The_New_Collectible_Market_for_Game_Development__Toys_to_Life.php Today's post examines the rising popularity of the Toys to Life genre and how it's leveraging collect-ability for added profit. http://gamasutra.com/blogs/UlyanaChernyak/20141029/228863/The_New_Collectible_Market_for_Game_Development__Toys_to_Life.php Wed, 29 Oct 2014 01:59:00 EDT First time SwoOoping! over the developers' ocean. - by David Cerat http://gamasutra.com/blogs/DavidCerat/20141029/228868/First_time_SwoOoping_over_the_developers_ocean.php As a newcomer to the game's industry and as a student graduating this year from a "3D animation and numeric design" program over the "video game" branch, I find myself in an ocean of talents, surrounded by Seniors and other talentuous junior job seekers. http://gamasutra.com/blogs/DavidCerat/20141029/228868/First_time_SwoOoping_over_the_developers_ocean.php Wed, 29 Oct 2014 01:59:00 EDT Thematic Level Design in a Non-Euclidean Space: Diaries of a Spaceport Janitor - by James Shasha http://gamasutra.com/blogs/JamesShasha/20141029/228873/Thematic_Level_Design_in_a_NonEuclidean_Space_Diaries_of_a_Spaceport_Janitor.php How a unique map design solution became the thematic centerpiece of our game. http://gamasutra.com/blogs/JamesShasha/20141029/228873/Thematic_Level_Design_in_a_NonEuclidean_Space_Diaries_of_a_Spaceport_Janitor.php Wed, 29 Oct 2014 01:59:00 EDT The Musical Box #11: Musical Clues - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141029/228902/The_Musical_Box_11_Musical_Clues.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #11: L.A. Noire http://gamasutra.com/blogs/MarceloMartins/20141029/228902/The_Musical_Box_11_Musical_Clues.php Wed, 29 Oct 2014 01:59:00 EDT Capturing IndieDev Ideas with Evernote - by Bryan Fisher http://gamasutra.com/blogs/BryanFisher/20141029/228911/Capturing_IndieDev_Ideas_with_Evernote.php This is how I use the popular note taking application Evernote to gather my thoughts on development and marketing.. http://gamasutra.com/blogs/BryanFisher/20141029/228911/Capturing_IndieDev_Ideas_with_Evernote.php Wed, 29 Oct 2014 01:59:00 EDT A bit of design theory for mobile games - by Christopher Walden http://gamasutra.com/blogs/ChristopherWalden/20141029/228917/A_bit_of_design_theory_for_mobile_games.php Not every app has had hours of time dedicated to its design experience. Unfortunately, There are examples of weird, convoluted menu designs and over-explained core game mechanics on every app store. http://gamasutra.com/blogs/ChristopherWalden/20141029/228917/A_bit_of_design_theory_for_mobile_games.php Wed, 29 Oct 2014 01:59:00 EDT A picture paints a thousand words: Choosing screenshots for your iOS app - by Simon Hill http://gamasutra.com/blogs/SimonHill/20141029/228932/A_picture_paints_a_thousand_words_Choosing_screenshots_for_your_iOS_app.php Today we're going to take a look at how to create good display screenshots for your iOS app page in the App Store. We'll discuss the technical requirements, how to stand out with overlaid text, or lifestyle photos, the importance of localization, and what http://gamasutra.com/blogs/SimonHill/20141029/228932/A_picture_paints_a_thousand_words_Choosing_screenshots_for_your_iOS_app.php Wed, 29 Oct 2014 01:59:00 EDT How we can have diversity in our games without yelling at people. - by David Rico http://gamasutra.com/blogs/DavidRico/20141028/228273/How_we_can_have_diversity_in_our_games_without_yelling_at_people.php Thoughts on how to improve gaming and game development social climates by fostering and encouraging new developers to join and make more diverse games rather than badgering existing developers to do it for us. http://gamasutra.com/blogs/DavidRico/20141028/228273/How_we_can_have_diversity_in_our_games_without_yelling_at_people.php Tue, 28 Oct 2014 02:14:00 EDT The Importance of Story - by Paul Furio http://gamasutra.com/blogs/PaulFurio/20141028/228722/The_Importance_of_Story.php Good intentions are not enough. We need to weave the tale of why players should care, and users should involve themselves. http://gamasutra.com/blogs/PaulFurio/20141028/228722/The_Importance_of_Story.php Tue, 28 Oct 2014 02:14:00 EDT Game Design in VR: Pushing Off from a New Frontier - by Kimberly Voll http://gamasutra.com/blogs/KimberlyVoll/20141028/228726/Game_Design_in_VR_Pushing_Off_from_a_New_Frontier.php A quick summary of some of the key (game) design challenges in virtual reality, why it is different, and some food for thought re. how we can push the state-of-the-art out from this new frontier. http://gamasutra.com/blogs/KimberlyVoll/20141028/228726/Game_Design_in_VR_Pushing_Off_from_a_New_Frontier.php Tue, 28 Oct 2014 02:14:00 EDT What does a game value? - by Christopher Gile http://gamasutra.com/blogs/ChristopherGile/20141028/228732/What_does_a_game_value.php A game's characters may love peace but what does the game they inhabit value? Let's look at Ogre Battle 64 and try to understand what it values and how those values contrast with the values of the game's characters and narrative. http://gamasutra.com/blogs/ChristopherGile/20141028/228732/What_does_a_game_value.php Tue, 28 Oct 2014 02:14:00 EDT How to Make Gameplay Trailers Like the Triple A - by Kevin Harwood http://gamasutra.com/blogs/KevinHarwood/20141028/228742/How_to_Make_Gameplay_Trailers_Like_the_Triple_A.php Making promotional videos for your games can be of massive marketing assistance to your franchise. I've outlined the process I've found success with and analyzed Quantum Break's gameplay trailer for greater clarity. http://gamasutra.com/blogs/KevinHarwood/20141028/228742/How_to_Make_Gameplay_Trailers_Like_the_Triple_A.php Tue, 28 Oct 2014 02:14:00 EDT 5 things we learnt from Kickstarter (after removing our game) - by Lukasz Deszczulka http://gamasutra.com/blogs/LukaszDeszczulka/20141028/228751/5_things_we_learnt_from_Kickstarter_after_removing_our_game.php Is a floppy Kickstarter campaign always a disaster? Not if you learn from it. Here's our insight on why our campaign failed, its impact on the development of Earthcore: Shattered Elements and how it inspired us to create some completely new game features. http://gamasutra.com/blogs/LukaszDeszczulka/20141028/228751/5_things_we_learnt_from_Kickstarter_after_removing_our_game.php Tue, 28 Oct 2014 02:14:00 EDT Musicians and the eternal quest for email job landing. - by Francisco Tufro http://gamasutra.com/blogs/FranciscoTufro/20141028/228782/Musicians_and_the_eternal_quest_for_email_job_landing.php Since we launched our Kickstarter campaign we noticed that every day we'd receive an email from a music composer asking for the opportunity to make the music for Nubarron. This is a small rant about this topic. http://gamasutra.com/blogs/FranciscoTufro/20141028/228782/Musicians_and_the_eternal_quest_for_email_job_landing.php Tue, 28 Oct 2014 02:14:00 EDT If you must use runes... - by Jonas Nicolaisen http://gamasutra.com/blogs/JonasNicolaisen/20141028/228720/If_you_must_use_runes.php About using runes in games correctly and the importance of research. http://gamasutra.com/blogs/JonasNicolaisen/20141028/228720/If_you_must_use_runes.php Tue, 28 Oct 2014 01:43:00 EDT Just a level solver: Why my simple puzzle game took me over a year to complete - by Jonah Wallerstein http://gamasutra.com/blogs/JonahWallerstein/20141028/228745/Just_a_level_solver_Why_my_simple_puzzle_game_took_me_over_a_year_to_complete.php I ran in to many roadblocks on my path to create and release my first polished game. But one of the most frustrating and interesting ones was the difficulty in writting a program that was better at my game than I was. http://gamasutra.com/blogs/JonahWallerstein/20141028/228745/Just_a_level_solver_Why_my_simple_puzzle_game_took_me_over_a_year_to_complete.php Tue, 28 Oct 2014 01:43:00 EDT Epic Space Combat -- Blasting a Ship in Half. - by aaron hollingsworth http://gamasutra.com/blogs/AaronHollingsworth/20141028/228806/Epic_Space_Combat__Blasting_a_Ship_in_Half.php Space combat NEEDS satisfying ship destruction! What is more satisfying than a weapon that splits an enemy in half!? Join us for a discussion of how we went about combat damage for StarDiver. http://gamasutra.com/blogs/AaronHollingsworth/20141028/228806/Epic_Space_Combat__Blasting_a_Ship_in_Half.php Tue, 28 Oct 2014 01:43:00 EDT Designing a radically different game soundtrack: process and product - by Elyot Grant http://gamasutra.com/blogs/ElyotGrant/20141027/227498/Designing_a_radically_different_game_soundtrack_process_and_product.php Your video game's soundtrack is one of the most important (and underrated) elements of game design. Read about our process, and then listen to the product! http://gamasutra.com/blogs/ElyotGrant/20141027/227498/Designing_a_radically_different_game_soundtrack_process_and_product.php Mon, 27 Oct 2014 01:48:00 EDT First look: Playtesting the soft-launched Assassin's Creed: Identity - by Christian Ress http://gamasutra.com/blogs/ChristianRess/20141027/228604/First_look_Playtesting_the_softlaunched_Assassins_Creed_Identity.php Freshly arrived in Australia and New Zealand, Assassin's Creed: Identity brings the action-adventure into a pocket-sized format. In this article I take a look at what players and playtesters think about the current state of the game. http://gamasutra.com/blogs/ChristianRess/20141027/228604/First_look_Playtesting_the_softlaunched_Assassins_Creed_Identity.php Mon, 27 Oct 2014 01:48:00 EDT Alternative Sales Strategies for Digital Stores: Marketing Events - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141027/228607/Alternative_Sales_Strategies_for_Digital_Stores_Marketing_Events.php Concluding this series on alternative sales strategies, we turn to the recent uses of marketing events by developers and stores to raise visibility and sales http://gamasutra.com/blogs/UlyanaChernyak/20141027/228607/Alternative_Sales_Strategies_for_Digital_Stores_Marketing_Events.php Mon, 27 Oct 2014 01:48:00 EDT Video Games as Games - by Richard Marzo http://gamasutra.com/blogs/RichardMarzo/20141027/228615/Video_Games_as_Games.php A brief survey of ontological attitudes towards video games http://gamasutra.com/blogs/RichardMarzo/20141027/228615/Video_Games_as_Games.php Mon, 27 Oct 2014 01:48:00 EDT It's time to break the chains! - by Alex Tarasenko http://gamasutra.com/blogs/AlexTarasenko/20141027/228622/Its_time_to_break_the_chains.php Three game concepts were formulated in my mind and it was the moment for me to open my mind, break the chains - in the finest sense of the phrase - and start my own way up. I knew if I went on working for Zeptolab the games would never be created. http://gamasutra.com/blogs/AlexTarasenko/20141027/228622/Its_time_to_break_the_chains.php Mon, 27 Oct 2014 01:48:00 EDT Steam curation: One month in - by Danny Day http://gamasutra.com/blogs/DannyDay/20141027/228653/Steam_curation_One_month_in.php It’s been a month since Steam’s game discovery systems got a major overhaul. Part of the new Steam marketing backend is a set of tracking data for where your games are shown on the platform. These are the numbers for Desktop Dungeons. http://gamasutra.com/blogs/DannyDay/20141027/228653/Steam_curation_One_month_in.php Mon, 27 Oct 2014 01:48:00 EDT Getting/Making Game Music that Fits - World Tour Series - Frontier Music - by Harry Mack http://gamasutra.com/blogs/HarryMack/20141027/228658/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Frontier_Music.php Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. This entry focuses on Frontier music. http://gamasutra.com/blogs/HarryMack/20141027/228658/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Frontier_Music.php Mon, 27 Oct 2014 01:48:00 EDT Game Audio Overview - Battle Chef Brigade Prototype - by George Hufnagl http://gamasutra.com/blogs/GeorgeHufnagl/20141027/228685/Game_Audio_Overview__Battle_Chef_Brigade_Prototype.php A game audio overview of my work, thus far, on Trinket Studios' game, Battle Chef Brigade. http://gamasutra.com/blogs/GeorgeHufnagl/20141027/228685/Game_Audio_Overview__Battle_Chef_Brigade_Prototype.php Mon, 27 Oct 2014 01:48:00 EDT Get App Downloads for Free by Legally Hacking YouTube Ads - by Puneet Yamparala http://gamasutra.com/blogs/PuneetYamparala/20141027/228601/Get_App_Downloads_for_Free_by_Legally_Hacking_YouTube_Ads.php Last week I launched a new strategy for marketing my latest app and got more more than 6,800 downloads for less than $10 in around 12 hours. In this post I will reveal exactly how I did it and how you can get the same results. http://gamasutra.com/blogs/PuneetYamparala/20141027/228601/Get_App_Downloads_for_Free_by_Legally_Hacking_YouTube_Ads.php Mon, 27 Oct 2014 01:45:00 EDT Frozen Synapse Prime - Our recreation, and some of the challenges - by Mark South http://gamasutra.com/blogs/MarkSouth/20141024/228338/Frozen_Synapse_Prime__Our_recreation_and_some_of_the_challenges.php On some of the challenges we faced reimagining Mode7's Frozen Synapse including; the business realities, design challenges (Gareth Wright - Design Manager) and our graphical overhaul (Rob Ware - Technical Director) http://gamasutra.com/blogs/MarkSouth/20141024/228338/Frozen_Synapse_Prime__Our_recreation_and_some_of_the_challenges.php Fri, 24 Oct 2014 01:56:00 EDT The Musical Box #07: 5 Reasons to Justify the Awesomeness of Streets of Rage's OST - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141024/228527/The_Musical_Box_07_5_Reasons_to_Justify_the_Awesomeness_of_Streets_of_Rages_OST.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #7: Streets of Rage http://gamasutra.com/blogs/MarceloMartins/20141024/228527/The_Musical_Box_07_5_Reasons_to_Justify_the_Awesomeness_of_Streets_of_Rages_OST.php Fri, 24 Oct 2014 01:56:00 EDT Digital Games & More: Playing at Playpublik - by Zack Wood http://gamasutra.com/blogs/ZackWood/20141024/228530/Digital_Games__More_Playing_at_Playpublik.php Recap of Playpublik 2014 in Krakow, Poland- a new kind of games festival. http://gamasutra.com/blogs/ZackWood/20141024/228530/Digital_Games__More_Playing_at_Playpublik.php Fri, 24 Oct 2014 01:56:00 EDT On the Thought of Flow Theory - by Rizky Winanda http://gamasutra.com/blogs/RizkyWinanda/20141024/228556/On_the_Thought_of_Flow_Theory.php Through this article, I try to describe what pattern of challenge that game should create. By providing expectation, doubt, reality, and relief, I believe game could create maximum engagement as stated in flow theory. http://gamasutra.com/blogs/RizkyWinanda/20141024/228556/On_the_Thought_of_Flow_Theory.php Fri, 24 Oct 2014 01:56:00 EDT Do gamers read books? - by gard skinner http://gamasutra.com/blogs/GardSkinner/20141024/228576/Do_gamers_read_books.php Ever thought about trying to write game-related science fiction? This was the journey. NY pubs claimed, "Gamers don't read books." Without them GS couldn't be successful because it has no witches, vampires or angsty teens who can't decide who to date. http://gamasutra.com/blogs/GardSkinner/20141024/228576/Do_gamers_read_books.php Fri, 24 Oct 2014 01:56:00 EDT The Musical Box #08: Painful memories - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141024/228577/The_Musical_Box_08_Painful_memories.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #8: Heavy Rain http://gamasutra.com/blogs/MarceloMartins/20141024/228577/The_Musical_Box_08_Painful_memories.php Fri, 24 Oct 2014 01:56:00 EDT The Musical Box #09: The aesthetic of nonsense - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141024/228578/The_Musical_Box_09_The_aesthetic_of_nonsense.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #9: Katamari Damacy http://gamasutra.com/blogs/MarceloMartins/20141024/228578/The_Musical_Box_09_The_aesthetic_of_nonsense.php Fri, 24 Oct 2014 01:56:00 EDT FullBlast, another indie project that bites the dust - by Alex Perez http://gamasutra.com/blogs/AlexPerez/20141024/228589/FullBlast_another_indie_project_that_bites_the_dust.php FullBlast, another indie project that bites the dust, a story of how we screwed in every possible way. http://gamasutra.com/blogs/AlexPerez/20141024/228589/FullBlast_another_indie_project_that_bites_the_dust.php Fri, 24 Oct 2014 01:51:00 EDT Alternative Sales Strategies for Digital Stores -- Loyalty Programs - by Ulyana Chernyak http://gamasutra.com/blogs/UlyanaChernyak/20141023/228431/Alternative_Sales_Strategies_for_Digital_Stores__Loyalty_Programs.php Our next topic on sales tactics for digital stores are loyalty programs. While their use in the Game Industry isn't far reaching yet, they are another potential area for digital stores to look into. http://gamasutra.com/blogs/UlyanaChernyak/20141023/228431/Alternative_Sales_Strategies_for_Digital_Stores__Loyalty_Programs.php Thu, 23 Oct 2014 01:35:00 EDT The Musical Box #05: Musical dungeon - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141023/228468/The_Musical_Box_05_Musical_dungeon.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #5: The Legend of Zelda: Skyward Sword http://gamasutra.com/blogs/MarceloMartins/20141023/228468/The_Musical_Box_05_Musical_dungeon.php Thu, 23 Oct 2014 01:35:00 EDT The Musical Box #06: J-Pop RPG - by Marcelo Martins http://gamasutra.com/blogs/MarceloMartins/20141023/228469/The_Musical_Box_06_JPop_RPG.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #6: The World Ends with You http://gamasutra.com/blogs/MarceloMartins/20141023/228469/The_Musical_Box_06_JPop_RPG.php Thu, 23 Oct 2014 01:35:00 EDT Inside the Indie Art Process of Archmage Rises - by Thomas Henshell http://gamasutra.com/blogs/ThomasHenshell/20141023/228502/Inside_the_Indie_Art_Process_of_Archmage_Rises.php Thomas Henshell and Rogier van de Beek dive deep into how they make the artwork being produced for Thomas’ upcoming 2D RPG Archmage Rises. http://gamasutra.com/blogs/ThomasHenshell/20141023/228502/Inside_the_Indie_Art_Process_of_Archmage_Rises.php Thu, 23 Oct 2014 01:35:00 EDT Starpoint Gemini 2: How We Survived and Succeeded On Steam Early Access - by Mario Mihokovic http://gamasutra.com/blogs/MarioMihokovic/20141023/228138/Starpoint_Gemini_2_How_We_Survived_and_Succeeded_On_Steam_Early_Access.php Our one year in Early Access had a huge impact on production of Starpoint Gemini 2. As the game grew, we also learned more and more on how Early Access program works and how small dev team can benefit from entire experience... http://gamasutra.com/blogs/MarioMihokovic/20141023/228138/Starpoint_Gemini_2_How_We_Survived_and_Succeeded_On_Steam_Early_Access.php Thu, 23 Oct 2014 01:34:00 EDT The Power of Audience Development for Indies - by Joel Dreskin http://gamasutra.com/blogs/JoelDreskin/20141022/228168/The_Power_of_Audience_Development_for_Indies.php While PR, advertising, channel promotions and other vehicles can perform well for games marketing – with audience and community development, YOU can control and manage communications through the programs you build in these areas. http://gamasutra.com/blogs/JoelDreskin/20141022/228168/The_Power_of_Audience_Development_for_Indies.php Wed, 22 Oct 2014 03:19:00 EDT