Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Thu, 24 Apr 2014 03:11:31 EDT en-us scarless@think-services.com (Simon Carless) Dynamics vs. Mechanics: A Pre-Analysis of Watch Dogs - by Bart Stewart http://gamasutra.com/blogs/BartStewart/20140423/216090/Dynamics_vs_Mechanics_A_PreAnalysis_of_Watch_Dogs.php A month before its release, Watch Dogs is being described as having a highly dynamic world conducive to thoughtful exploration, but also as having simplified mechanics better suited to exciting action. Which impression is more accurate? Both? Neither? http://gamasutra.com/blogs/BartStewart/20140423/216090/Dynamics_vs_Mechanics_A_PreAnalysis_of_Watch_Dogs.php Wed, 23 Apr 2014 08:33:00 EDT We Ask Indies: Chris Suffern, creator of Super Mutant Alien Assault! - by Nico Saraintaris http://gamasutra.com/blogs/NicoSaraintaris/20140423/216081/We_Ask_Indies_Chris_Suffern_creator_of_Super_Mutant_Alien_Assault.php Chris Suffern is a game dev from Sydney. In this Q&A he talks about starting a game dev career at 29, jams, co-op games, favourite devs and Bond, James Bond! http://gamasutra.com/blogs/NicoSaraintaris/20140423/216081/We_Ask_Indies_Chris_Suffern_creator_of_Super_Mutant_Alien_Assault.php Wed, 23 Apr 2014 05:11:00 EDT Blizzard's Hearthstone - The Special Treatment - by Mikkel Faurholm http://gamasutra.com/blogs/MikkelFaurholm/20140423/215998/Blizzards_Hearthstone__The_Special_Treatment.php Hearthstone has had a remarkable first week on the App Store with a position in the top 10 grossing in the U.S. the last two days - but should apple give them special treatment in trying to promote the app? Well, they did. http://gamasutra.com/blogs/MikkelFaurholm/20140423/215998/Blizzards_Hearthstone__The_Special_Treatment.php Wed, 23 Apr 2014 11:12:00 EDT Student Guide to Game Audio: Continuation... - by Dustin Crenna http://gamasutra.com/blogs/DustinCrenna/20140423/216048/Student_Guide_to_Game_Audio_Continuation.php This is the starting blog to a series I've called 'A Student Guide to Game Audio' which you can follow up on at http://www.dustincrenna.com http://gamasutra.com/blogs/DustinCrenna/20140423/216048/Student_Guide_to_Game_Audio_Continuation.php Wed, 23 Apr 2014 09:52:00 EDT An interview with a twelve-year-old game developer and author - by Irina Bratchikova http://gamasutra.com/blogs/IrinaBratchikova/20140423/216038/An_interview_with_a_twelveyearold_game_developer_and_author.php Vadim developed a game called Robots Inc. with unusual voice controls (to make the robot fly, you have to make buzzing sounds; and to set off the bomb planted at the end of the game, you have to say “Bang!”). It isn’t often you meet twelve-year-old mobile http://gamasutra.com/blogs/IrinaBratchikova/20140423/216038/An_interview_with_a_twelveyearold_game_developer_and_author.php Wed, 23 Apr 2014 08:15:00 EDT Build a Bad Guy Workshop - Designing enemies for retro games - by Garret Bright http://gamasutra.com/blogs/GarretBright/20140422/215978/Build_a_Bad_Guy_Workshop__Designing_enemies_for_retro_games.php While solid level design can make or break a game, so does solid enemy design. Mix and match attributes from this list to help craft interesting enemies. http://gamasutra.com/blogs/GarretBright/20140422/215978/Build_a_Bad_Guy_Workshop__Designing_enemies_for_retro_games.php Tue, 22 Apr 2014 03:22:00 EDT Ambiguity in Videogame Storytelling, Part I - by Brandon Perton http://gamasutra.com/blogs/BrandonPerton/20140422/215746/Ambiguity_in_Videogame_Storytelling_Part_I.php Ambiguity is where the story leaves the player unsure about something—what has happened, what will happen after the story ends, what a character thinks or feels, whether something is true or false, etc. http://gamasutra.com/blogs/BrandonPerton/20140422/215746/Ambiguity_in_Videogame_Storytelling_Part_I.php Tue, 22 Apr 2014 03:15:00 EDT Country for Old Men (and Women) - by Luis Matos http://gamasutra.com/blogs/LuisMatos/20140422/215975/Country_for_Old_Men_and_Women.php This week I was quite surprised at the latest news about Oculs Rift. I guess you will never know how people use their technology and how far they can go with it, in ways that are unsee even to the creators of such technology. And it makes you wonder about http://gamasutra.com/blogs/LuisMatos/20140422/215975/Country_for_Old_Men_and_Women.php Tue, 22 Apr 2014 02:58:00 EDT Why Minesweeper Sucks & How We Hope To Fix It - by Jeremiah Alexander http://gamasutra.com/blogs/JeremiahAlexander/20140422/215788/Why_Minesweeper_Sucks__How_We_Hope_To_Fix_It.php Minesweeper is a classic! Most people would agree with this statement... most! For some people however, Minesweeper simply sucks! Our soon to be released game, Grave Matters, is based on Minesweeper and this is how we are trying to make it better. http://gamasutra.com/blogs/JeremiahAlexander/20140422/215788/Why_Minesweeper_Sucks__How_We_Hope_To_Fix_It.php Tue, 22 Apr 2014 02:35:00 EDT 6DOF editing tool - by Yuri Kravchik http://gamasutra.com/blogs/YuriKravchik/20140422/215922/6DOF_editing_tool.php Experimental, 6DOF inputting system, extremely useful for geometry editing. http://gamasutra.com/blogs/YuriKravchik/20140422/215922/6DOF_editing_tool.php Tue, 22 Apr 2014 07:38:00 EDT Creating the GUI - by Armando Miguel Cerasoli Quintero http://gamasutra.com/blogs/ArmandoMiguelCerasoliQuintero/20140422/215938/Creating_the_GUI.php A small update of what I'm currently working on: the GUI for Emancipation. http://gamasutra.com/blogs/ArmandoMiguelCerasoliQuintero/20140422/215938/Creating_the_GUI.php Tue, 22 Apr 2014 07:08:00 EDT Forcing the Hard Currency in F2P Games - by Mikkel Faurholm http://gamasutra.com/blogs/MikkelFaurholm/20140422/215931/Forcing_the_Hard_Currency_in_F2P_Games.php The time of conversion is a critical point for F2P Games with multiple currencies. The game need to get the player used to spending the provided Gems and Diamonds. But some games push a bit too hard. AppCrimes looks into games forcing the hard currency. http://gamasutra.com/blogs/MikkelFaurholm/20140422/215931/Forcing_the_Hard_Currency_in_F2P_Games.php Tue, 22 Apr 2014 05:10:00 EDT Contactics: Bringing the game to the players - by Manuel Correia http://gamasutra.com/blogs/ManuelCorreia/20140422/215926/Contactics_Bringing_the_game_to_the_players.php Marketing on a 0$ budget, and how my game got to the other side of the world! http://gamasutra.com/blogs/ManuelCorreia/20140422/215926/Contactics_Bringing_the_game_to_the_players.php Tue, 22 Apr 2014 04:59:00 EDT User Testing with Limited Resources - by Isla Schanuel http://gamasutra.com/blogs/IslaSchanuel/20140421/215461/User_Testing_with_Limited_Resources.php Indie devs face obvious constraints when it comes to user testing, but doing so is still a critical part of development. This article addresses how to design user-experiments when working on a budget, and the options available when resources are limited. http://gamasutra.com/blogs/IslaSchanuel/20140421/215461/User_Testing_with_Limited_Resources.php Mon, 21 Apr 2014 10:47:00 EDT How to register a copyright: Part I - What can I register? - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20140421/215863/How_to_register_a_copyright_Part_I__What_can_I_register.php California game lawyer Zachary Strebeck presents the first in a three-part series on registering copyrights. This part examines what can and cannot be copyrighted, and who holds the copyright on a creation. http://gamasutra.com/blogs/ZacharyStrebeck/20140421/215863/How_to_register_a_copyright_Part_I__What_can_I_register.php Mon, 21 Apr 2014 10:11:00 EDT The Blind Game Designer - Darwinism in a fast pace, casual action game. - by Thibaud de Souza http://gamasutra.com/blogs/ThibaudDeSouza/20140421/215874/The_Blind_Game_Designer__Darwinism_in_a_fast_pace_casual_action_game.php Anime 3D SFX's third game, Darwin's Nightmare, harnesses the power of evolution to generate a wide variety of evolving, mutating foes. http://gamasutra.com/blogs/ThibaudDeSouza/20140421/215874/The_Blind_Game_Designer__Darwinism_in_a_fast_pace_casual_action_game.php Mon, 21 Apr 2014 09:16:00 EDT Hacking the Game Industry, Part II: Three Tips to Organize Internal Hackathons - by Andrew Pedersen http://gamasutra.com/blogs/AndrewPedersen/20140421/215608/Hacking_the_Game_Industry_Part_II_Three_Tips_to_Organize_Internal_Hackathons.php In the second of this three-part series, Andrew Pedersen, Senior Vice President and Chief Studio Officer of GSN Games, recommends how to organize internal hackathons. http://gamasutra.com/blogs/AndrewPedersen/20140421/215608/Hacking_the_Game_Industry_Part_II_Three_Tips_to_Organize_Internal_Hackathons.php Mon, 21 Apr 2014 08:43:00 EDT Postmortem: 15 Coins design process - Part 1 - by Fabian Smith http://gamasutra.com/blogs/FabianSmith/20140421/215865/Postmortem_15_Coins_design_process__Part_1.php [Creating a minimal yet modern and fresh looking iOS game isn't as simple as it looks, and in this postmortem, Fabian Smith tries to illustrate some steps that were taken during developing the distinct look of 15 Coins] http://gamasutra.com/blogs/FabianSmith/20140421/215865/Postmortem_15_Coins_design_process__Part_1.php Mon, 21 Apr 2014 06:04:00 EDT Postmortem On Grave's Kickstarter Launch: The Good, The Bad and the Ugly - by Tristan Moore http://gamasutra.com/blogs/TristanMoore/20140421/215757/Postmortem_On_Graves_Kickstarter_Launch_The_Good_The_Bad_and_the_Ugly.php In the wake of a rocky Kickstarter launch, I've decided to share my thoughts on the process, as well as the good and the bad of the experience. http://gamasutra.com/blogs/TristanMoore/20140421/215757/Postmortem_On_Graves_Kickstarter_Launch_The_Good_The_Bad_and_the_Ugly.php Mon, 21 Apr 2014 05:20:00 EDT Nobody Was Mean or: How I Learned to Stop Worryiing and Love the FPS - by Stacey Mason http://gamasutra.com/blogs/StaceyMason/20140420/215850/Nobody_Was_Mean_or_How_I_Learned_to_Stop_Worryiing_and_Love_the_FPS.php A young game designer finds herself apprehensive about engaging with the online FPS community, but overcomes her anxieties to discover that they might have been unfounded in the first place. http://gamasutra.com/blogs/StaceyMason/20140420/215850/Nobody_Was_Mean_or_How_I_Learned_to_Stop_Worryiing_and_Love_the_FPS.php Sun, 20 Apr 2014 07:28:00 EDT How to keep players playing - Long-term Retention - by Mikkel Faurholm http://gamasutra.com/blogs/MikkelFaurholm/20140420/215849/How_to_keep_players_playing__Longterm_Retention.php Long-term retention is one of the most important factors of releasing to the AppStore and Google Play. Some games tries to engage through a dramatic back story and a 'helper', but how do we make players stay in the game long-term? http://gamasutra.com/blogs/MikkelFaurholm/20140420/215849/How_to_keep_players_playing__Longterm_Retention.php Sun, 20 Apr 2014 07:12:00 EDT Map of the Irish Games Industry - by Jamie McCormick http://gamasutra.com/blogs/JamieMcCormick/20140420/215845/Map_of_the_Irish_Games_Industry.php The first all Ireland map of the games industry is now up at http://getirishgames.ie . A work in progress, is is putting together a categorised map of the Irish industry, to help people have better view of where they can study and work. @GetIrishGames http://gamasutra.com/blogs/JamieMcCormick/20140420/215845/Map_of_the_Irish_Games_Industry.php Sun, 20 Apr 2014 09:43:00 EDT Personal Musings: Emotional Play - by Demian Schanzel http://gamasutra.com/blogs/DemianSchanzel/20140420/215839/Personal_Musings_Emotional_Play.php A few little unsophisticated and self-indulgent thoughts on the implementation of emotive play and storytelling in my upcoming game "Luminarium" http://gamasutra.com/blogs/DemianSchanzel/20140420/215839/Personal_Musings_Emotional_Play.php Sun, 20 Apr 2014 03:17:00 EDT Are Innovative Games Too Risky for Kickstarter? - by Christopher Jennewein http://gamasutra.com/blogs/ChristopherJennewein/20140419/215756/Are_Innovative_Games_Too_Risky_for_Kickstarter.php Currently running a Kickstarter for innovative Party-RTS game Hex Heroes for Wii U and PC, devs from Prismatic reflect on why Hex Heroes wasn't funded in its first three-quarters of the campaign. http://gamasutra.com/blogs/ChristopherJennewein/20140419/215756/Are_Innovative_Games_Too_Risky_for_Kickstarter.php Sat, 19 Apr 2014 04:11:00 EDT 10 Insightful Playtest Questions - by Wesley Rockholz http://gamasutra.com/blogs/WesleyRockholz/20140418/215819/10_Insightful_Playtest_Questions.php I brainstormed 10 questions that have the potential to produce valuable insights in almost any playtest questionnaire. http://gamasutra.com/blogs/WesleyRockholz/20140418/215819/10_Insightful_Playtest_Questions.php Fri, 18 Apr 2014 07:47:00 EDT 8 Tips for Leading A Game Development Team Into The Unknown - by Derrick Aynaga http://gamasutra.com/blogs/DerrickAynaga/20140418/215816/8_Tips_for_Leading_A_Game_Development_Team_Into_The_Unknown.php As a long time producer in the industry, I list some of the best practices when venturing into uncharted lands. http://gamasutra.com/blogs/DerrickAynaga/20140418/215816/8_Tips_for_Leading_A_Game_Development_Team_Into_The_Unknown.php Fri, 18 Apr 2014 02:41:00 EDT Audience Specific COPPA Compliance Approaches 101 - by Roy Smith http://gamasutra.com/blogs/RoySmith/20140418/215802/Audience_Specific_COPPA_Compliance_Approaches_101.php Different games have different audiences, and the target audience for your game largely determines the approach you need to take to comply with US COPPA law. This post is audience-specific COPPA approaches for game developers 101. http://gamasutra.com/blogs/RoySmith/20140418/215802/Audience_Specific_COPPA_Compliance_Approaches_101.php Fri, 18 Apr 2014 11:14:00 EDT OpenGL Development Cookbook - by Bartlomiej Filipek http://gamasutra.com/blogs/BartlomiejFilipek/20140418/215794/OpenGL_Development_Cookbook.php Review of a very interesting book about Modern OpenGL Application Development. http://gamasutra.com/blogs/BartlomiejFilipek/20140418/215794/OpenGL_Development_Cookbook.php Fri, 18 Apr 2014 09:56:00 EDT The Flow Path: How I beat burnout and started having fun making games again - by Kee-Won Hong http://gamasutra.com/blogs/KeeWonHong/20140418/215785/The_Flow_Path_How_I_beat_burnout_and_started_having_fun_making_games_again.php This is a response to my post Mistakes Were Made, and focuses on some things that have been helping me on the emotional/mental side. I discuss the dangers of crunch, the wonder of flow and my path to recovery from burnout. http://gamasutra.com/blogs/KeeWonHong/20140418/215785/The_Flow_Path_How_I_beat_burnout_and_started_having_fun_making_games_again.php Fri, 18 Apr 2014 08:39:00 EDT Lessons Competitive Games Can Teach - by Jeff Alexander http://gamasutra.com/blogs/JeffAlexander/20140418/215760/Lessons_Competitive_Games_Can_Teach.php Lessons from competitive gaming can be broadly applicable to life in general. http://gamasutra.com/blogs/JeffAlexander/20140418/215760/Lessons_Competitive_Games_Can_Teach.php Fri, 18 Apr 2014 03:02:00 EDT Credit Cards and Geolocation - by Ulyana Chernyak Xsolla http://gamasutra.com/blogs/UlyanaChernyakXsolla/20140417/215744/Credit_Cards_and_Geolocation.php How can Credit Cards aid in Geolocation and Gaming: from standard techniques such as discovering a user’s IP address to more sophisticated methods such as identifying bank location, telephone area code, email address. http://gamasutra.com/blogs/UlyanaChernyakXsolla/20140417/215744/Credit_Cards_and_Geolocation.php Thu, 17 Apr 2014 05:46:00 EDT Reflections on an Indie Failure – StarLicker Postmortem - by Hayden Cacace http://gamasutra.com/blogs/HaydenCacace/20140417/215695/Reflections_on_an_Indie_Failure__StarLicker_Postmortem.php A postmortem about Heartonomy's iOS game StarLicker. The game was not a success, and in this article the developers reflect on the mistakes that were made and what they learned from them. http://gamasutra.com/blogs/HaydenCacace/20140417/215695/Reflections_on_an_Indie_Failure__StarLicker_Postmortem.php Thu, 17 Apr 2014 12:54:00 EDT Stop-Motion Animation Reflection - by Wesley Rockholz http://gamasutra.com/blogs/WesleyRockholz/20140417/215712/StopMotion_Animation_Reflection.php Reflecting on my first attempt at a stop-motion animation film. http://gamasutra.com/blogs/WesleyRockholz/20140417/215712/StopMotion_Animation_Reflection.php Thu, 17 Apr 2014 12:33:00 EDT Level Design Using the Elements of Art and Principles of Design Part I - by Wesley Rockholz http://gamasutra.com/blogs/WesleyRockholz/20140417/215710/Level_Design_Using_the_Elements_of_Art_and_Principles_of_Design_Part_I.php Applying the basic elements and principles of art and design to level design to create a world that is intuitive and balanced (or not, if you so desire). http://gamasutra.com/blogs/WesleyRockholz/20140417/215710/Level_Design_Using_the_Elements_of_Art_and_Principles_of_Design_Part_I.php Thu, 17 Apr 2014 12:31:00 EDT Balancing Randomness with Player Choice - by Wesley Rockholz http://gamasutra.com/blogs/WesleyRockholz/20140417/215708/Balancing_Randomness_with_Player_Choice.php My thoughts on balancing the unpredictability and lack of control caused by randomness in a game by providing facets for player decision making. http://gamasutra.com/blogs/WesleyRockholz/20140417/215708/Balancing_Randomness_with_Player_Choice.php Thu, 17 Apr 2014 12:27:00 EDT Welcome to My Blog! - by Wesley Rockholz http://gamasutra.com/blogs/WesleyRockholz/20140417/215706/Welcome_to_My_Blog.php Hi readers, I’m Wes Rockholz, a Game Design and Development student at Rochester Institute of Technology. Welcome to my new professional blog! http://gamasutra.com/blogs/WesleyRockholz/20140417/215706/Welcome_to_My_Blog.php Thu, 17 Apr 2014 12:24:00 EDT Diversity, Halo, and the 'sexual/political agenda' of Fragments of Him - by Mata Haggis http://gamasutra.com/blogs/MataHaggis/20140417/215668/Diversity_Halo_and_the_sexualpolitical_agenda_of_Fragments_of_Him.php Why is it that games that address issues of diversity are often described as having an 'agenda', regardless of content, when mainstream titles are not given this label? Inspired by the recent Different Games conference, this post discusses this phenomena. http://gamasutra.com/blogs/MataHaggis/20140417/215668/Diversity_Halo_and_the_sexualpolitical_agenda_of_Fragments_of_Him.php Thu, 17 Apr 2014 12:11:00 EDT My audacious adventures of music and sound effects - by Sarah Wallace http://gamasutra.com/blogs/SarahWallace/20140417/215697/My_audacious_adventures_of_music_and_sound_effects.php My highs and lows as I try and make my own music and sound effects for the first time. http://gamasutra.com/blogs/SarahWallace/20140417/215697/My_audacious_adventures_of_music_and_sound_effects.php Thu, 17 Apr 2014 11:28:00 EDT Are you Protecting Your Business from its Employees? - by Jonathan Sparks http://gamasutra.com/blogs/JonathanSparks/20140417/215665/Are_you_Protecting_Your_Business_from_its_Employees.php How to protect the most valuable assets of your company with modern legal tech. http://gamasutra.com/blogs/JonathanSparks/20140417/215665/Are_you_Protecting_Your_Business_from_its_Employees.php Thu, 17 Apr 2014 07:57:00 EDT How to prepare isometric assets for your games - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20140417/215654/How_to_prepare_isometric_assets_for_your_games.php This article is about the planning and art production of isometric assets.It starts from the project definition and planning, covers tips in 3D render setup and 2D post production. http://gamasutra.com/blogs/JunxueLi/20140417/215654/How_to_prepare_isometric_assets_for_your_games.php Thu, 17 Apr 2014 06:45:00 EDT Postmortem: Our first Rezzed exhibition - by Sergio Rosa http://gamasutra.com/blogs/SergioRosa/20140417/215640/Postmortem_Our_first_Rezzed_exhibition.php Rezzed was an amazing event and I met a lot of very nice people. Also, people were mostly surprised we had gone from the other side of the world just to present the game at the event, all the way from El Salvador. http://gamasutra.com/blogs/SergioRosa/20140417/215640/Postmortem_Our_first_Rezzed_exhibition.php Thu, 17 Apr 2014 01:08:00 EDT Winning at DevOps: Increase Revenue by Protecting the Player Experience - by Dave Ewart http://gamasutra.com/blogs/DaveEwart/20140416/215615/Winning_at_DevOps_Increase_Revenue_by_Protecting_the_Player_Experience.php When you think about the big levers of revenue and profitability in online games, DevOps isn't the first to come to mind. But done right, an investment in DevOps function can actually deliver more to the bottom line than the best marketing campaign. http://gamasutra.com/blogs/DaveEwart/20140416/215615/Winning_at_DevOps_Increase_Revenue_by_Protecting_the_Player_Experience.php Wed, 16 Apr 2014 05:31:00 EDT Should We Fight Piracy? - by Koen Deetman http://gamasutra.com/blogs/KoenDeetman/20140416/215613/Should_We_Fight_Piracy.php As developers of digital products we have to deal with piracy at some point. Especially if we sell our games through traditional models. Have gamers become so greedy they do not want to spend money on games anymore? http://gamasutra.com/blogs/KoenDeetman/20140416/215613/Should_We_Fight_Piracy.php Wed, 16 Apr 2014 03:31:00 EDT Let there be shadow! - by Joey Fladderak http://gamasutra.com/blogs/JoeyFladderak/20140416/215612/Let_there_be_shadow.php In this post I will explain how you can get shadows in your own custom vertex/fragment shader in Unity3D. http://gamasutra.com/blogs/JoeyFladderak/20140416/215612/Let_there_be_shadow.php Wed, 16 Apr 2014 03:08:00 EDT Cube & Star: An Arbitrary Postmortem: Part 4 - by Joshua McGrath http://gamasutra.com/blogs/JoshuaMcGrath/20140416/215268/Cube__Star_An_Arbitrary_Postmortem_Part_4.php The best laid plans of mice and men come to fruition. Part Four of the subjective post-mortem of Cube & Star: An Arbitrary Love. Developed in Unity, by a single man. Winner of Intel LevelUp and Indiecade finalist. http://gamasutra.com/blogs/JoshuaMcGrath/20140416/215268/Cube__Star_An_Arbitrary_Postmortem_Part_4.php Wed, 16 Apr 2014 02:39:00 EDT Power of encouragement - by Anton Temba http://gamasutra.com/blogs/AntonTemba/20140416/215609/Power_of_encouragement.php Find out about the most influential tool a game designer wields: The Power of Encouragement. Detailed explanation of what it is, how to use it, as well as a look the at potential risks and opportunities involved with using this power. http://gamasutra.com/blogs/AntonTemba/20140416/215609/Power_of_encouragement.php Wed, 16 Apr 2014 02:10:00 EDT PC Gaming Master Race: Some Empirical Data - by Matthew White http://gamasutra.com/blogs/MatthewWhite/20140416/215439/PC_Gaming_Master_Race_Some_Empirical_Data.php Actual scientific test of the keyboard and mouse / controller debate. http://gamasutra.com/blogs/MatthewWhite/20140416/215439/PC_Gaming_Master_Race_Some_Empirical_Data.php Wed, 16 Apr 2014 01:17:00 EDT Why you need a copyright registration before you do a DMCA takedown - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20140416/215607/Why_you_need_a_copyright_registration_before_you_do_a_DMCA_takedown.php California copyright lawyer Zachary Strebeck examines the reasons for registering a copyright and why it may be necessary if you plan to file a DMCA takedown notice. http://gamasutra.com/blogs/ZacharyStrebeck/20140416/215607/Why_you_need_a_copyright_registration_before_you_do_a_DMCA_takedown.php Wed, 16 Apr 2014 01:07:00 EDT Procedural Dynamic Room Generation in "ARE" - by Aaron Chapin http://gamasutra.com/blogs/AaronChapin/20140416/215456/Procedural_Dynamic_Room_Generation_in_quotAREquot.php Our Global Game Jam Game, ARE, we needed levels that were procedurally generated on the fly. In this post, I outline how I set about implementing this feature in the little time I had. http://gamasutra.com/blogs/AaronChapin/20140416/215456/Procedural_Dynamic_Room_Generation_in_quotAREquot.php Wed, 16 Apr 2014 01:01:00 EDT The Evolution of Racing Video Games - by Suzanne Ritter http://gamasutra.com/blogs/SuzanneRitter/20140416/215602/The_Evolution_of_Racing_Video_Games.php Racing video games have come a long way in the past 50 years... this infographic charts their ascent from the arcade to the all-action blowout of console games today. http://gamasutra.com/blogs/SuzanneRitter/20140416/215602/The_Evolution_of_Racing_Video_Games.php Wed, 16 Apr 2014 12:23:00 EDT We Ask Indies: Diego Cathalifaud, creator of roguelikes Amber Halls and Power Grounds! - by Nico Saraintaris http://gamasutra.com/blogs/NicoSaraintaris/20140416/215597/We_Ask_Indies_Diego_Cathalifaud_creator_of_roguelikes_Amber_Halls_and_Power_Grounds.php Diego Cathalifaud is a really interesting gamedev from Santiago, Chile. In this Q&A he talks about roguelikes, game design, favourite devs and yelling! http://gamasutra.com/blogs/NicoSaraintaris/20140416/215597/We_Ask_Indies_Diego_Cathalifaud_creator_of_roguelikes_Amber_Halls_and_Power_Grounds.php Wed, 16 Apr 2014 11:19:00 EDT Rebranding Beta Testing with Baldur’s Gate: Enhanced Edition - by Dee Pennyway http://gamasutra.com/blogs/DeePennyway/20140416/215595/Rebranding_Beta_Testing_with_Baldurs_Gate_Enhanced_Edition.php Imagine the scenario: a massive repository of bug fixes and new features, a hungry community waiting for a patch, and limited time and resources for thorough testing. How do you make sure the patch is stable before releasing it? http://gamasutra.com/blogs/DeePennyway/20140416/215595/Rebranding_Beta_Testing_with_Baldurs_Gate_Enhanced_Edition.php Wed, 16 Apr 2014 11:15:00 EDT I Went to the Woods: Tracy Fullerton - by Daniel Shumway http://gamasutra.com/blogs/DanielShumway/20140416/215392/I_Went_to_the_Woods_Tracy_Fullerton.php Tracy Fullerton attends RIT's Digital Humanities Distinguished Speaker Series and reflects on her experiences using atypical narrative to drive games towards a sense of "sublime." http://gamasutra.com/blogs/DanielShumway/20140416/215392/I_Went_to_the_Woods_Tracy_Fullerton.php Wed, 16 Apr 2014 09:09:00 EDT Getting Your Unity Game on Vita with "Unity for PSM" - by Travis Jones http://gamasutra.com/blogs/TravisJones/20140415/215518/Getting_Your_Unity_Game_on_Vita_with_quotUnity_for_PSMquot.php After it was announced that Unity would support PSM Vita games, I decided to try deploying my current project to my Vita. These are the steps I followed and some useful information about the process. http://gamasutra.com/blogs/TravisJones/20140415/215518/Getting_Your_Unity_Game_on_Vita_with_quotUnity_for_PSMquot.php Tue, 15 Apr 2014 07:51:00 EDT Virtual Reality Controller Patent Landscape Analysis - by Dat Nguyen http://gamasutra.com/blogs/DatNguyen/20140415/215521/Virtual_Reality_Controller_Patent_Landscape_Analysis.php This article analyzes the virtual reality controller patent landscape by identifying patenting trends in the area, key patent holders in the area, and potential risks faced by new companies entering the virtual reality gaming space. http://gamasutra.com/blogs/DatNguyen/20140415/215521/Virtual_Reality_Controller_Patent_Landscape_Analysis.php Tue, 15 Apr 2014 01:39:00 EDT Cube & Star: An Arbitrary Postmortem: Part 3. - by Joshua McGrath http://gamasutra.com/blogs/JoshuaMcGrath/20140415/215267/Cube__Star_An_Arbitrary_Postmortem_Part_3.php Differentiating a demo from a full game. Our reach exceeds our grasp. Part Three of the subjective post-mortem of Cube & Star: An Arbitrary Love. Developed in Unity, by a single man. Winner of Intel LevelUp and IndieCade finalist http://gamasutra.com/blogs/JoshuaMcGrath/20140415/215267/Cube__Star_An_Arbitrary_Postmortem_Part_3.php Tue, 15 Apr 2014 01:31:00 EDT Getting/Making Game Music that Fits - World Tour Series - Asian Music - by Harry Mack http://gamasutra.com/blogs/HarryMack/20140415/215530/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Asian_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 Asian music. http://gamasutra.com/blogs/HarryMack/20140415/215530/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Asian_Music.php Tue, 15 Apr 2014 01:26:00 EDT How to impact in Lifetime value (LTV) in F2P game monetization design? - by Pete Koistila http://gamasutra.com/blogs/PeteKoistila/20140415/215506/How_to_impact_in_Lifetime_value_LTV_in_F2P_game_monetization_design.php In order to create economically successful game your Lifetime value (LTV) needs to be greater than Cost per acquisition (CPA). What factors affect to this success formula (LTV > CPA)? What is the relationship between LTV and players’ lifecycle? http://gamasutra.com/blogs/PeteKoistila/20140415/215506/How_to_impact_in_Lifetime_value_LTV_in_F2P_game_monetization_design.php Tue, 15 Apr 2014 10:09:00 EDT Game monetization design: Analysis of Clash of Clans - by Pete Koistila http://gamasutra.com/blogs/PeteKoistila/20140415/215503/Game_monetization_design_Analysis_of_Clash_of_Clans.php Once you start you can’t stop. That’s Clash of Clans. Game is heavily addictive and sticky factor is very high. Let’s analyze why. http://gamasutra.com/blogs/PeteKoistila/20140415/215503/Game_monetization_design_Analysis_of_Clash_of_Clans.php Tue, 15 Apr 2014 09:35:00 EDT Organizing yourself when overwhelmed - by Catalin Marcu http://gamasutra.com/blogs/CatalinMarcu/20140415/215495/Organizing_yourself_when_overwhelmed.php When we feel overwhelmed, usually our work efficiency drops considerably. One of the best things to start with is to organize our work, no matter how much of it you have. http://gamasutra.com/blogs/CatalinMarcu/20140415/215495/Organizing_yourself_when_overwhelmed.php Tue, 15 Apr 2014 08:51:00 EDT