Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Tue, 07 Jul 2015 03:49:44 EDT en-us scarless@think-services.com (Simon Carless) How Can You Tell If You’re About To Be Laid Off? - by Floyd Bishop http://gamasutra.com/blogs/FloydBishop/20150707/246383/How_Can_You_Tell_If_Youre_About_To_Be_Laid_Off.php How can you tell if you are about to get laid off? Sometimes you can't, but this handy guide outlines some of the key signs that the worst is about to happen. http://gamasutra.com/blogs/FloydBishop/20150707/246383/How_Can_You_Tell_If_Youre_About_To_Be_Laid_Off.php Tue, 07 Jul 2015 01:37:00 EDT Gamers can't jump! (and other grumbles) - by Daniel Dowsing http://gamasutra.com/blogs/DanielDowsing/20150707/247669/Gamers_cant_jump_and_other_grumbles.php Reflections and musings lamenting the death of the 'jump' button in adventure games and the impact this has on challenging game design. http://gamasutra.com/blogs/DanielDowsing/20150707/247669/Gamers_cant_jump_and_other_grumbles.php Tue, 07 Jul 2015 01:37:00 EDT How do you grow a series mechanically? - by Christopher Gile http://gamasutra.com/blogs/ChristopherGile/20150707/247766/How_do_you_grow_a_series_mechanically.php How do you make a sequel to a mechanically complete game? http://gamasutra.com/blogs/ChristopherGile/20150707/247766/How_do_you_grow_a_series_mechanically.php Tue, 07 Jul 2015 01:37:00 EDT SFX = Super Fun in the Xtreme - by James Bordner http://gamasutra.com/blogs/JamesBordner/20150707/247796/SFX__Super_Fun_in_the_Xtreme.php Integrating sound effects into music tracks is fun and helps create deep atmosphere. Doing it in a musical way is the key. Here are some basic ideas for organizing chaotic noise. http://gamasutra.com/blogs/JamesBordner/20150707/247796/SFX__Super_Fun_in_the_Xtreme.php Tue, 07 Jul 2015 01:37:00 EDT Making a Flight Simulator? - by Asar Dhandala http://gamasutra.com/blogs/AsarDhandala/20150707/247805/Making_a_Flight_Simulator.php Here are eight qualities that you should always consider when planning to make a flight simulator game. http://gamasutra.com/blogs/AsarDhandala/20150707/247805/Making_a_Flight_Simulator.php Tue, 07 Jul 2015 01:37:00 EDT Why my first Indie game is free and only has a single, one-time IAP - by John Sahas http://gamasutra.com/blogs/JohnSahas/20150707/247822/Why_my_first_Indie_game_is_free_and_only_has_a_single_onetime_IAP.php After 12 years of hard time in the 'AAA' game development industry, I made the decision to try to part ways and go on my own. I wanted to remove myself from an industry that exploits customers, but my new mobile market is much worse in that regard. http://gamasutra.com/blogs/JohnSahas/20150707/247822/Why_my_first_Indie_game_is_free_and_only_has_a_single_onetime_IAP.php Tue, 07 Jul 2015 01:37:00 EDT Playing with tension - by Felipe Dal Molin http://gamasutra.com/blogs/FelipeDalMolin/20150707/247852/Playing_with_tension.php Tension plays a fundamental role in game design, both multiplayer and single-player, both old and new. The types of tension you put in your game can make for very different play experiences. Here are some thoughts about it. http://gamasutra.com/blogs/FelipeDalMolin/20150707/247852/Playing_with_tension.php Tue, 07 Jul 2015 01:37:00 EDT Debating Free to Play Game Design Ethics - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150707/247881/Debating_Free_to_Play_Game_Design_Ethics.php This post is a response to the post about F2P Game design and whether or not its evil. I'm taking a look at both sides of this discussion and while it's not evil, there are some troubling elements. http://gamasutra.com/blogs/JoshBycer/20150707/247881/Debating_Free_to_Play_Game_Design_Ethics.php Tue, 07 Jul 2015 01:37:00 EDT Design 101: Emotional Alignment - by Dan Felder http://gamasutra.com/blogs/DanFelder/20150707/247905/Design_101_Emotional_Alignment.php Design 101 is back! Today we talk about the core concept behind keeping players engaged. http://gamasutra.com/blogs/DanFelder/20150707/247905/Design_101_Emotional_Alignment.php Tue, 07 Jul 2015 01:37:00 EDT Rejection and Finding My Place - by Matthew DeLucas http://gamasutra.com/blogs/MatthewDeLucas/20150707/247617/Rejection_and_Finding_My_Place.php Recently rejected from showing my game off at another convention, probably the best one to show it off at, the question arises, "Is this really for me?" http://gamasutra.com/blogs/MatthewDeLucas/20150707/247617/Rejection_and_Finding_My_Place.php Tue, 07 Jul 2015 01:13:00 EDT Travelogues from a Victorian Adventure - by Alexander Birke http://gamasutra.com/blogs/AlexanderBirke/20150707/247636/Travelogues_from_a_Victorian_Adventure.php In this post mortem Alexander Birke explains how automation and good tools allowed a small indie team deliver a staggering amount of content for the first episode of The Adventures Of Bertram Fiddle, a classic point and click game for mobile and desktop http://gamasutra.com/blogs/AlexanderBirke/20150707/247636/Travelogues_from_a_Victorian_Adventure.php Tue, 07 Jul 2015 01:13:00 EDT Get Funded update - by Jozo Kovac http://gamasutra.com/blogs/JozoKovac/20150707/247789/Get_Funded_update.php Get Funded campaign - the opportunity for studios to win 100k investment is coming to the end. We'd now like to pass on the knowledge we gained during six months journey to game developers. http://gamasutra.com/blogs/JozoKovac/20150707/247789/Get_Funded_update.php Tue, 07 Jul 2015 01:13:00 EDT A economics perspective of GeGeGe No Kitaro-Monster Alley experience - by Fred Tang http://gamasutra.com/blogs/FredTang/20150707/247804/A_economics_perspective_of_GeGeGe_No_KitaroMonster_Alley_experience.php The GeGeGe No Kitaro-Monster Alley(ゲゲゲの鬼太郎 妖怪横丁) is a hit social game which edited form the popular same name Japanese manga. I analyzed this game experience from http://gamasutra.com/blogs/FredTang/20150707/247804/A_economics_perspective_of_GeGeGe_No_KitaroMonster_Alley_experience.php Tue, 07 Jul 2015 01:13:00 EDT Home Sweet Demo Booth: A postmortem of SmuggleCraft at Indy PopCon - by Carol Mertz http://gamasutra.com/blogs/CarolMertz/20150707/247854/Home_Sweet_Demo_Booth_A_postmortem_of_SmuggleCraft_at_Indy_PopCon.php Make players feel at home at your game's demo booth by bringing the living room to them! http://gamasutra.com/blogs/CarolMertz/20150707/247854/Home_Sweet_Demo_Booth_A_postmortem_of_SmuggleCraft_at_Indy_PopCon.php Tue, 07 Jul 2015 01:13:00 EDT Releasing a Commercial ASCII Roguelike, a Post-Mortem - by Josh Ge http://gamasutra.com/blogs/JoshGe/20150707/247901/Releasing_a_Commercial_ASCII_Roguelike_a_PostMortem.php Discussing factors at play in Cogmind's first public release, and taking an initial look at the results. Marketing, timing, pricing, sales data and more. http://gamasutra.com/blogs/JoshGe/20150707/247901/Releasing_a_Commercial_ASCII_Roguelike_a_PostMortem.php Tue, 07 Jul 2015 01:13:00 EDT Odallus and NES: a graphic love letter - by Danilo Dias http://gamasutra.com/blogs/DaniloDias/20150707/247880/Odallus_and_NES_a_graphic_love_letter.php This article is about how to make a game with an authentic NES feel without following all its limitations. I covered all my main decisions behind the graphics of Odallus: The Dark Call, our upcomming game. http://gamasutra.com/blogs/DaniloDias/20150707/247880/Odallus_and_NES_a_graphic_love_letter.php Tue, 07 Jul 2015 12:44:00 EDT “Running Circles” Case Study – how it became a #1 game on GooglePlay - by Manuel Boca http://gamasutra.com/blogs/ManuelBoca/20150706/247808/Running_Circles_Case_Study__how_it_became_a_1_game_on_GooglePlay.php We've seen games like this before: since the beginning of the Flappy Bird era, a lot of new developers started to build small, original casual games. The question is: what makes a game reach #1 while others only manage to get to Top 10 or Top 25? http://gamasutra.com/blogs/ManuelBoca/20150706/247808/Running_Circles_Case_Study__how_it_became_a_1_game_on_GooglePlay.php Mon, 06 Jul 2015 01:07:00 EDT Missing Translation, adventures in black and white - by Luis Diaz http://gamasutra.com/blogs/LuisDiaz/20150702/247551/Missing_Translation_adventures_in_black_and_white.php Soooooo we made something called "Missing Translation". After 14 months of development it's finally out. We got quite a lot of exposition, passed greenlight, closed a deal with a publisher, won awards and even got our apk stolen. Wanna know our story? http://gamasutra.com/blogs/LuisDiaz/20150702/247551/Missing_Translation_adventures_in_black_and_white.php Thu, 02 Jul 2015 06:17:00 EDT Proved: Small Mobile Developer Must Have A Publisher - by Ivano Sporitus http://gamasutra.com/blogs/IvanoSporitus/20150702/247593/Proved_Small_Mobile_Developer_Must_Have_A_Publisher.php There is a secret of why Mobile Developer must have a Publisher http://gamasutra.com/blogs/IvanoSporitus/20150702/247593/Proved_Small_Mobile_Developer_Must_Have_A_Publisher.php Thu, 02 Jul 2015 06:17:00 EDT Next-Gen Cel Shading in Unity 5 - by David Leon http://gamasutra.com/blogs/DavidLeon/20150702/247602/NextGen_Cel_Shading_in_Unity_5.php With the arrival of Unity 5 we find that it’s never been so easy to get high quality visuals in our game, but we don’t always want realistic graphics for our project. In this article you will learn how to achieve a cel shading art style with Unity 5. http://gamasutra.com/blogs/DavidLeon/20150702/247602/NextGen_Cel_Shading_in_Unity_5.php Thu, 02 Jul 2015 06:17:00 EDT Three Quick Tests for a Game Story's "Interactivity" - by Alfe Clemencio http://gamasutra.com/blogs/AlfeClemencio/20150702/247670/Three_Quick_Tests_for_a_Game_Storys_quotInteractivityquot.php A wave of "Interactive Stories" in video games are hitting the market. But "how" is a game interactive? These 3 quick questions help you out. http://gamasutra.com/blogs/AlfeClemencio/20150702/247670/Three_Quick_Tests_for_a_Game_Storys_quotInteractivityquot.php Thu, 02 Jul 2015 06:17:00 EDT Examining Organic Tutorials - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150702/247703/Examining_Organic_Tutorials.php Tutorials can be one of the trickiest elements to get right in a title, but today's post looks at a shortcut of combining learning with level design. http://gamasutra.com/blogs/JoshBycer/20150702/247703/Examining_Organic_Tutorials.php Thu, 02 Jul 2015 06:17:00 EDT Segmentation for Game Developers - by Mo Firouz http://gamasutra.com/blogs/MoFirouz/20150702/247615/Segmentation_for_Game_Developers.php Push notifications are a powerful resource to engage and reward gamers. Segmentation is key to ensuring the users you reach out to will be incentivized by your messages. Mix this with your gameplay mechanics as a hook to engage with your gamer audience. http://gamasutra.com/blogs/MoFirouz/20150702/247615/Segmentation_for_Game_Developers.php Thu, 02 Jul 2015 06:13:00 EDT Using Guinea Pig Games to Size up Apple’s New App Analytics - by Lysiane Charest http://gamasutra.com/blogs/LysianeCharest/20150702/247647/Using_Guinea_Pig_Games_to_Size_up_Apples_New_App_Analytics.php A few weeks ago, Apple announced the public release of its App Analytics. In this post, I explain why this new tool is a good news for indies. I also share some real data from some Execution Labs' mobile alumni teams. http://gamasutra.com/blogs/LysianeCharest/20150702/247647/Using_Guinea_Pig_Games_to_Size_up_Apples_New_App_Analytics.php Thu, 02 Jul 2015 06:13:00 EDT Down Time vs. Dead Time in Sequential Games - by Filip Wiltgren http://gamasutra.com/blogs/FilipWiltgren/20150701/247528/Down_Time_vs_Dead_Time_in_Sequential_Games.php When dealing with games where players have to wait for each other we can give them three types of down time: plan time, rest time and dead time. Making sure to avoid the last is the key to a pleasant game experience. http://gamasutra.com/blogs/FilipWiltgren/20150701/247528/Down_Time_vs_Dead_Time_in_Sequential_Games.php Wed, 01 Jul 2015 01:29:00 EDT Ffu - Aviation Disaster & The Last Words Of Videogames - by Rob Sherman http://gamasutra.com/blogs/RobSherman/20150701/247568/Ffu__Aviation_Disaster__The_Last_Words_Of_Videogames.php This was originally to be published somewhere else, and then the Germanwings disaster happened and it felt awful to do so. I now publish it here for your consideration. You can also find it on Medium and my blog, The Bonfog. http://gamasutra.com/blogs/RobSherman/20150701/247568/Ffu__Aviation_Disaster__The_Last_Words_Of_Videogames.php Wed, 01 Jul 2015 01:28:00 EDT Don't Roll The Dice On Your Social Casino Player - by Marina Sapunova http://gamasutra.com/blogs/MarinaSapunova/20150701/247573/Dont_Roll_The_Dice_On_Your_Social_Casino_Player.php The Social Casino Games market is dominated by several large companies, but it does not prevent other developers from being successful. Understanding what drives the players to spend money is your key to success! http://gamasutra.com/blogs/MarinaSapunova/20150701/247573/Dont_Roll_The_Dice_On_Your_Social_Casino_Player.php Wed, 01 Jul 2015 01:28:00 EDT Beta testing/replication on video game cognition research - by Wai Yen Tang http://gamasutra.com/blogs/WaiYenTang/20150630/247457/Beta_testingreplication_on_video_game_cognition_research.php An examination of three studies that failed to replicate past findings on the cognitive benefits of video games. http://gamasutra.com/blogs/WaiYenTang/20150630/247457/Beta_testingreplication_on_video_game_cognition_research.php Tue, 30 Jun 2015 07:44:00 EDT 7 Best Tablet Games of 2015 - by Shaun Chatman http://gamasutra.com/blogs/ShaunChatman/20150630/245338/7_Best_Tablet_Games_of_2015.php Tablet game developers in 2015 are making it clear that you can definitely make an old game new again. Coming in among the seven best tablet games for 2015 are former PC hits like "Tomb Raider I" and updated versions of video game classics like "Mortal Ko http://gamasutra.com/blogs/ShaunChatman/20150630/245338/7_Best_Tablet_Games_of_2015.php Tue, 30 Jun 2015 01:28:00 EDT COPPA celebrates 2nd birthday - a Q&A with a child privacy advocate - by Roy Smith http://gamasutra.com/blogs/RoySmith/20150630/247302/COPPA_celebrates_2nd_birthday__a_QA_with_a_child_privacy_advocate.php Child privacy advocate Greg Kudasz gives his perspective on the child privacy and games, the "Do Not Track Kids" act, FTC enforcement, and the state of COPPA on its second birthday. http://gamasutra.com/blogs/RoySmith/20150630/247302/COPPA_celebrates_2nd_birthday__a_QA_with_a_child_privacy_advocate.php Tue, 30 Jun 2015 01:28:00 EDT Different States of Game and Pacing in Game Design - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150630/247303/Different_States_of_Game_and_Pacing_in_Game_Design.php Today's post breaks down a game's design into three areas of pacing, and the importance and difficulty of guiding a player all the way through a title. http://gamasutra.com/blogs/JoshBycer/20150630/247303/Different_States_of_Game_and_Pacing_in_Game_Design.php Tue, 30 Jun 2015 01:28:00 EDT MAKING TOOLS WITH UNITY: WORLDSHAPE PART 2 - by Max Anderson http://gamasutra.com/blogs/MaxAnderson/20150630/247314/MAKING_TOOLS_WITH_UNITY_WORLDSHAPE_PART_2.php In Part 1, I gave a quick look at what the WorldShape tool can do, but how does it actually work? How might you create your own similar tools? http://gamasutra.com/blogs/MaxAnderson/20150630/247314/MAKING_TOOLS_WITH_UNITY_WORLDSHAPE_PART_2.php Tue, 30 Jun 2015 01:28:00 EDT From Cave Painting to CRYENGINE - by James Beech http://gamasutra.com/blogs/JamesBeech/20150630/247316/From_Cave_Painting_to_CRYENGINE.php How the visual history of paintings and video games line up perfectly, and what that means for the future of our medium. http://gamasutra.com/blogs/JamesBeech/20150630/247316/From_Cave_Painting_to_CRYENGINE.php Tue, 30 Jun 2015 01:28:00 EDT Early Success Considered Harmful - by Tim Conkling http://gamasutra.com/blogs/TimConkling/20150630/247318/Early_Success_Considered_Harmful.php Early success, and dealing with the sophomore (junior/senior/...) slump. http://gamasutra.com/blogs/TimConkling/20150630/247318/Early_Success_Considered_Harmful.php Tue, 30 Jun 2015 01:28:00 EDT Crouching tiger, from Netease's success to Chinese game industry - by Adam Wu http://gamasutra.com/blogs/AdamWu/20150630/247352/Crouching_tiger_from_Neteases_success_to_Chinese_game_industry.php Netease phenomenon is merely the tip of the submerged iceberg. Tons of excellent online games with large amount of DAU (Daily Active Users) and decent retention rate are still caged inside the Chinese market. http://gamasutra.com/blogs/AdamWu/20150630/247352/Crouching_tiger_from_Neteases_success_to_Chinese_game_industry.php Tue, 30 Jun 2015 01:28:00 EDT Stop building your platform and start working - by Filip Wiltgren http://gamasutra.com/blogs/FilipWiltgren/20150630/247383/Stop_building_your_platform_and_start_working.php You need a platform for your marketing, right? Wrong. Your time is much better spent creating content than creating a platform because with additional content you will gain additional platform for free. http://gamasutra.com/blogs/FilipWiltgren/20150630/247383/Stop_building_your_platform_and_start_working.php Tue, 30 Jun 2015 01:28:00 EDT Snakebird development, images and history - by Felix Eliasson http://gamasutra.com/blogs/FelixEliasson/20150630/247398/Snakebird_development_images_and_history.php A short history of how Snakebird came to be, with images depicting its inspiration, prototype and various stages of development. http://gamasutra.com/blogs/FelixEliasson/20150630/247398/Snakebird_development_images_and_history.php Tue, 30 Jun 2015 01:28:00 EDT A timeline of the Irish Games Industry since 1978 & Crowd Sourcing appeal - by Jamie McCormick http://gamasutra.com/blogs/JamieMcCormick/20150630/247419/A_timeline_of_the_Irish_Games_Industry_since_1978__Crowd_Sourcing_appeal.php GameDevelopers.ie plays host to the new Irish Games Industry timeline. An interactive, fun and nostalgic look at how the Irish games industry has evolved. Crowd sourcing appeal for info/photos/art/videos/screenshots from ex-staff of companies http://gamasutra.com/blogs/JamieMcCormick/20150630/247419/A_timeline_of_the_Irish_Games_Industry_since_1978__Crowd_Sourcing_appeal.php Tue, 30 Jun 2015 01:28:00 EDT Letting Our Differences Bring Us Together - by Scott LaGrasta http://gamasutra.com/blogs/ScottLaGrasta/20150630/247421/Letting_Our_Differences_Bring_Us_Together.php In this blog, I delve deep into the nature and philosophy of asymmetrical multiplayer and how it can be used to bring people together. http://gamasutra.com/blogs/ScottLaGrasta/20150630/247421/Letting_Our_Differences_Bring_Us_Together.php Tue, 30 Jun 2015 01:28:00 EDT Mobile F2P games are not evil - by Damien Yvray http://gamasutra.com/blogs/DamienYvray/20150630/247347/Mobile_F2P_games_are_not_evil.php It’s very common to hear from developers how evil, hurtful or abusive mobile games are. But there isn’t so much discussion about it. So I hope this post will give more insights to what really works and ultimately open a healthy discussion. http://gamasutra.com/blogs/DamienYvray/20150630/247347/Mobile_F2P_games_are_not_evil.php Tue, 30 Jun 2015 01:20:00 EDT Fallout 4 and 10 years past - by Jay Stamp http://gamasutra.com/blogs/JayStamp/20150630/247348/Fallout_4_and_10_years_past.php Games over the last 10 years have changed drastically to shape the gaming industry into what it is today. I will be talking about Bethesda's Fallout 4 and some of the mechanics they showed at the press conference of E3. http://gamasutra.com/blogs/JayStamp/20150630/247348/Fallout_4_and_10_years_past.php Tue, 30 Jun 2015 01:20:00 EDT Creating a Crisp, Engaging Trailer for a Pixel Art Game, From Inception to Reception - by Josh Ge http://gamasutra.com/blogs/JoshGe/20150630/247355/Creating_a_Crisp_Engaging_Trailer_for_a_Pixel_Art_Game_From_Inception_to_Reception.php The process and techniques behind the creation of Cogmind's first game trailer. http://gamasutra.com/blogs/JoshGe/20150630/247355/Creating_a_Crisp_Engaging_Trailer_for_a_Pixel_Art_Game_From_Inception_to_Reception.php Tue, 30 Jun 2015 01:20:00 EDT "DOOM" (4) Sensational Comeback - by Travis Thorp http://gamasutra.com/blogs/TravisThorp/20150630/247381/quotDOOMquot_4_Sensational_Comeback.php On June 14, 2015 Bethesda gave us an in depth look into the newly announced Doom. 8 minutes of a highly detailed preview completely blew away our expectations. Lets take a look into some aspects of the game play and mechanics. http://gamasutra.com/blogs/TravisThorp/20150630/247381/quotDOOMquot_4_Sensational_Comeback.php Tue, 30 Jun 2015 01:20:00 EDT I don't speak "Game" - the theory of organic & inorganic game storytelling - by Daniel Dowsing http://gamasutra.com/blogs/DanielDowsing/20150629/245720/I_dont_speak_quotGamequot__the_theory_of_organic__inorganic_game_storytelling.php A personal reflection upon the theory of organic and inorganic game storytelling from a games writer. http://gamasutra.com/blogs/DanielDowsing/20150629/245720/I_dont_speak_quotGamequot__the_theory_of_organic__inorganic_game_storytelling.php Mon, 29 Jun 2015 01:49:00 EDT Make Your Game a Hit with Analytics - by Mark Rosner http://gamasutra.com/blogs/MarkRosner/20150629/246819/Make_Your_Game_a_Hit_with_Analytics.php Paying attention to your game analytics is fundamental to the success of your game, especially on mobile, and especially when it comes to monetization. But you’d be surprised how many developers I encounter who don’t give analytics their due. http://gamasutra.com/blogs/MarkRosner/20150629/246819/Make_Your_Game_a_Hit_with_Analytics.php Mon, 29 Jun 2015 01:49:00 EDT When Your Best Isn't Good Enough: A Tale of Failure (Part I) - by Peter Cardwell-Gardner http://gamasutra.com/blogs/PeterCardwellGardner/20150629/247050/When_Your_Best_Isnt_Good_Enough_A_Tale_of_Failure_Part_I.php Making a game succeed is tough and unpredictable. No amount of hard work can shield you from failure - and yet we often only hear about the success stories. A two part look at failed Kickstarter campaign for the music sandbox game, Cadence. http://gamasutra.com/blogs/PeterCardwellGardner/20150629/247050/When_Your_Best_Isnt_Good_Enough_A_Tale_of_Failure_Part_I.php Mon, 29 Jun 2015 01:49:00 EDT When Your Best Isn't Good Enough: A Tale of Failure (Part II) - by Peter Cardwell-Gardner http://gamasutra.com/blogs/PeterCardwellGardner/20150629/247124/When_Your_Best_Isnt_Good_Enough_A_Tale_of_Failure_Part_II.php No amount of hard work can shield you from failure - and yet we often only hear about the success stories. A honest and authentic look at the emotional experience of failure, and how it affects your ability to stay creative and thrive. http://gamasutra.com/blogs/PeterCardwellGardner/20150629/247124/When_Your_Best_Isnt_Good_Enough_A_Tale_of_Failure_Part_II.php Mon, 29 Jun 2015 01:49:00 EDT How To Design App Icons That Add Value To Your App? - by Puneet Yamparala http://gamasutra.com/blogs/PuneetYamparala/20150629/247184/How_To_Design_App_Icons_That_Add_Value_To_Your_App.php This post talks about how important the app icons for apps and how they add value to the apps. http://gamasutra.com/blogs/PuneetYamparala/20150629/247184/How_To_Design_App_Icons_That_Add_Value_To_Your_App.php Mon, 29 Jun 2015 01:49:00 EDT How to use other games as inspiration to make your own unique title. - by Josh Yaxley http://gamasutra.com/blogs/JoshYaxley/20150629/247191/How_to_use_other_games_as_inspiration_to_make_your_own_unique_title.php I break down a few games that inspired me, and talk about which aspects of them I liked and didn't like, and then how I put these together to create a vision for my own game. http://gamasutra.com/blogs/JoshYaxley/20150629/247191/How_to_use_other_games_as_inspiration_to_make_your_own_unique_title.php Mon, 29 Jun 2015 01:49:00 EDT Dynamite Headdy (Treasure, 1994): A Critical Analysis - by James Soares http://gamasutra.com/blogs/JamesSoares/20150629/247201/Dynamite_Headdy_Treasure_1994_A_Critical_Analysis.php Dynamite Headdy is a platformer developed by Treasure in 1994 for the Sega Mega Drive. Representing a puppet show, the game uses the 16-bit machine to create a fourth wall breaking experience in which the game events take place in front a live audience. http://gamasutra.com/blogs/JamesSoares/20150629/247201/Dynamite_Headdy_Treasure_1994_A_Critical_Analysis.php Mon, 29 Jun 2015 01:49:00 EDT Free 2 Play : Evolution - It's all about adapting the ride. - by Om Tandon http://gamasutra.com/blogs/OmTandon/20150629/247212/Free_2_Play__Evolution__Its_all_about_adapting_the_ride.php The changing face of F2P business model, a user experience designers take on how market forces and technology are changing and challenging existing paradigms of game design & player engagement. http://gamasutra.com/blogs/OmTandon/20150629/247212/Free_2_Play__Evolution__Its_all_about_adapting_the_ride.php Mon, 29 Jun 2015 01:49:00 EDT How to fix the camera in League of Legends - by Benjamin Ritter http://gamasutra.com/blogs/BenjaminRitter/20150629/247213/How_to_fix_the_camera_in_League_of_Legends.php Yes, BOTH of them. http://gamasutra.com/blogs/BenjaminRitter/20150629/247213/How_to_fix_the_camera_in_League_of_Legends.php Mon, 29 Jun 2015 01:49:00 EDT 5 In-Game Events All F2P Games Should Track - by Mark Robinson http://gamasutra.com/blogs/MarkRobinson/20150629/247236/5_InGame_Events_All_F2P_Games_Should_Track.php Understanding how players interact with your game at a granular level allows you to really understand how it’s performing. Here are the 5 most important in game events to track with analytics. http://gamasutra.com/blogs/MarkRobinson/20150629/247236/5_InGame_Events_All_F2P_Games_Should_Track.php Mon, 29 Jun 2015 01:49:00 EDT Promises for Game Development - by Ash Davis http://gamasutra.com/blogs/AshDavis/20150629/247248/Promises_for_Game_Development.php In this article we talk about our experience making the promises pattern work for game development. We aim to explain how promises can improve your game development process. http://gamasutra.com/blogs/AshDavis/20150629/247248/Promises_for_Game_Development.php Mon, 29 Jun 2015 01:49:00 EDT Design Journal - Part 5 - by Risto D. Holmstrom http://gamasutra.com/blogs/RistoDHolmstrom/20150629/247255/Design_Journal__Part_5.php A brief look into what factors into building up solid retention in the mobile space. http://gamasutra.com/blogs/RistoDHolmstrom/20150629/247255/Design_Journal__Part_5.php Mon, 29 Jun 2015 01:49:00 EDT Shaking Oil and Opening and Closing a CD Case: Audio Experiments - by Doug Day http://gamasutra.com/blogs/DougDay/20150629/247263/Shaking_Oil_and_Opening_and_Closing_a_CD_Case_Audio_Experiments.php Audio experiments of indie game developer - using whatever is around to create some cheap audio fx! http://gamasutra.com/blogs/DougDay/20150629/247263/Shaking_Oil_and_Opening_and_Closing_a_CD_Case_Audio_Experiments.php Mon, 29 Jun 2015 01:49:00 EDT Bethesda's DOOM - by Bradley Wolski http://gamasutra.com/blogs/BradleyWolski/20150629/247229/Bethesdas_DOOM.php DOOM was a huge hit in the 90's and every gamer with a PC had a copy of this game. With it's fast action, vast array of weapons, and thumping soundtrack it was the game everybody was talking about. Now twenty-two years later Bethesda is releasing a rela http://gamasutra.com/blogs/BradleyWolski/20150629/247229/Bethesdas_DOOM.php Mon, 29 Jun 2015 01:17:00 EDT Procedural Level Generation in The Dungeoning - by Nick Donnelly http://gamasutra.com/blogs/NickDonnelly/20150629/247283/Procedural_Level_Generation_in_The_Dungeoning.php A description of the procedural level generator in the PC rogue-like platform game The Dungeoning. I talk about the motivations for choosing procedural generation, and give an overview of the process involved. http://gamasutra.com/blogs/NickDonnelly/20150629/247283/Procedural_Level_Generation_in_The_Dungeoning.php Mon, 29 Jun 2015 01:17:00 EDT The Poor Man's Postmortem - Lemma - by Evan Todd http://gamasutra.com/blogs/EvanTodd/20150626/247081/The_Poor_Mans_Postmortem__Lemma.php Things I did that you should never do, ever. http://gamasutra.com/blogs/EvanTodd/20150626/247081/The_Poor_Mans_Postmortem__Lemma.php Fri, 26 Jun 2015 01:42:00 EDT It's Not About _____ - by Jay Holden http://gamasutra.com/blogs/JayHolden/20150626/247106/Its_Not_About_.php ______ everywhere rally against the recent takedown of apps and games featuring a certain kind of _____ in the App Store. http://gamasutra.com/blogs/JayHolden/20150626/247106/Its_Not_About_.php Fri, 26 Jun 2015 01:42:00 EDT