Gamasutra.com - Member Blogs http://gamasutra.com/blogs/member/ Gamasutra Blogs Fri, 28 Aug 2015 03:39:58 EDT en-us scarless@think-services.com (Simon Carless) Kickstarter, Problem? - by Adrian Novell http://gamasutra.com/blogs/AdrianNovell/20150827/252059/Kickstarter_Problem.php Is Kickstarter still the best option for Indies? In this analysis, MagicGuiso´s CEO, Adrián Novell, explains why he thinks it is not. http://gamasutra.com/blogs/AdrianNovell/20150827/252059/Kickstarter_Problem.php Thu, 27 Aug 2015 01:00:00 EDT Returnism: The Opposite of Escapism - by Steve Bailey http://gamasutra.com/blogs/SteveBailey/20150827/252312/Returnism_The_Opposite_of_Escapism.php I've never liked the word 'escapism'. It's always felt horribly loaded, and somewhat complicit in perpetuating the inaccurate stereotypes that obscure gaming's social nature. http://gamasutra.com/blogs/SteveBailey/20150827/252312/Returnism_The_Opposite_of_Escapism.php Thu, 27 Aug 2015 01:00:00 EDT The important differences between first-person and third-person games - by Michel Sabbagh http://gamasutra.com/blogs/MichelSabbagh/20150827/252341/The_important_differences_between_firstperson_and_thirdperson_games.php A design article explaining the presentational and gameplay differences between first-person and third-person games, and why it isn't just a matter of perspective. http://gamasutra.com/blogs/MichelSabbagh/20150827/252341/The_important_differences_between_firstperson_and_thirdperson_games.php Thu, 27 Aug 2015 01:00:00 EDT Monkey King’s important inspirations for overseas game companies aiming at China - by Karvin Sun http://gamasutra.com/blogs/KarvinSun/20150827/252344/Monkey_Kings_important_inspirations_for_overseas_game_companies_aiming_at_China.php Apart from “Journey to the West”, China still has countless undeveloped stories and figures. And their audiences are pretty similar to players of Supercell’s “Clash of Clans” and “Boom Beach” in China. http://gamasutra.com/blogs/KarvinSun/20150827/252344/Monkey_Kings_important_inspirations_for_overseas_game_companies_aiming_at_China.php Thu, 27 Aug 2015 01:00:00 EDT PolyglotGamedev update : nearing the Finish Line - by tuomas karmakallio http://gamasutra.com/blogs/TuomasKarmakallio/20150827/252373/PolyglotGamedev_update__nearing_the_Finish_Line.php Polyglot is at 90% completion for 600+ strings and 25 languages, 13600 translations. http://gamasutra.com/blogs/TuomasKarmakallio/20150827/252373/PolyglotGamedev_update__nearing_the_Finish_Line.php Thu, 27 Aug 2015 01:00:00 EDT A Gamer's Guide to Gaming: Book Excerpt - The Sorcerers of Game Development (Programmers) - by Oliver Snyders http://gamasutra.com/blogs/OliverSnyders/20150827/252375/A_Gamers_Guide_to_Gaming_Book_Excerpt__The_Sorcerers_of_Game_Development_Programmers.php In this excerpt from my book, A Gamer's Guide to Gaming, I introduce readers to just one of the many disciplines that contribute to the making of a game, the mystical Programmer! http://gamasutra.com/blogs/OliverSnyders/20150827/252375/A_Gamers_Guide_to_Gaming_Book_Excerpt__The_Sorcerers_of_Game_Development_Programmers.php Thu, 27 Aug 2015 01:00:00 EDT Make use of main social platforms for designing and operating - by Fred Tang http://gamasutra.com/blogs/FredTang/20150827/252397/Make_use_of_main_social_platforms_for_designing_and_operating.php There are some features that are common across all platforms. Like people, invite, request, leaderboard, achievement, etc. Though there may be some differences in specification and use cases, they share common aspects to meet user’s same needs. http://gamasutra.com/blogs/FredTang/20150827/252397/Make_use_of_main_social_platforms_for_designing_and_operating.php Thu, 27 Aug 2015 01:00:00 EDT Why this cartoon game is PEGI-18 - by Michael Bowerman http://gamasutra.com/blogs/MichaelBowerman/20150827/252323/Why_this_cartoon_game_is_PEGI18.php I take RememBear through the App Store and Google Play's content rating questionnaires and find some surprising differences. http://gamasutra.com/blogs/MichaelBowerman/20150827/252323/Why_this_cartoon_game_is_PEGI18.php Thu, 27 Aug 2015 12:51:00 EDT Launching Steam Greenlight & KickStarter: One week in, top 25, and 50% funded - by Dustin Hendricks http://gamasutra.com/blogs/DustinHendricks/20150826/251997/Launching_Steam_Greenlight__KickStarter_One_week_in_top_25_and_50_funded.php A behind the scenes look into the preparation and launch of simultaneous Steam Greenlight and KickStarter campaigns using a budget of zero, complete with analytics and marketing examples. http://gamasutra.com/blogs/DustinHendricks/20150826/251997/Launching_Steam_Greenlight__KickStarter_One_week_in_top_25_and_50_funded.php Wed, 26 Aug 2015 01:09:00 EDT Edge of Winter Postmortem - by Ed Dearien http://gamasutra.com/blogs/EdDearien/20150826/252108/Edge_of_Winter_Postmortem.php A Graduate Student in Game Development shares his experiences from his first major project for class, a 2D endless runner entitled Edge of Winter. http://gamasutra.com/blogs/EdDearien/20150826/252108/Edge_of_Winter_Postmortem.php Wed, 26 Aug 2015 01:09:00 EDT Art movements in video games, Machinalism - by Oscar Barda http://gamasutra.com/blogs/OscarBarda/20150826/252135/Art_movements_in_video_games_Machinalism.php We established previously that games are an artistic field in which art pieces can exist, let's now look at a most peculiar state of mind that games can induce or provoke. Let us delve together in a new movement in video games: Machinalism. http://gamasutra.com/blogs/OscarBarda/20150826/252135/Art_movements_in_video_games_Machinalism.php Wed, 26 Aug 2015 01:09:00 EDT A Valiant Hearts history lesson - by Eske Knudsen http://gamasutra.com/blogs/EskeKnudsen/20150826/252235/A_Valiant_Hearts_history_lesson.php The first part is a short recap on Valiant Hearts. The next parts touch upon some of the pros and cons I came up with when it comes to using the game in classroom teaching, and then finally I touch upon how I could see Valiant Hearts used for teaching. http://gamasutra.com/blogs/EskeKnudsen/20150826/252235/A_Valiant_Hearts_history_lesson.php Wed, 26 Aug 2015 01:09:00 EDT Top 6 Ways App Developers Use Cohort Analysis - by Peter Dille http://gamasutra.com/blogs/PeterDille/20150826/252226/Top_6_Ways_App_Developers_Use_Cohort_Analysis.php Cohort analysis lets mobile app developers analyze user behaviors to improve their app’s engagement, retention and monetization metrics. Here are some of the more basic yet powerful ways of using it to understand and take action based on in-app activity. http://gamasutra.com/blogs/PeterDille/20150826/252226/Top_6_Ways_App_Developers_Use_Cohort_Analysis.php Wed, 26 Aug 2015 01:07:00 EDT Ludum Dare 33 Malaysian Real World Gathering - by Shawn Beck http://gamasutra.com/blogs/ShawnBeck/20150826/252250/Ludum_Dare_33_Malaysian_Real_World_Gathering.php Over the weekend in a tucked away township of Cyberjaya Malaysia, Multimedia University (MMU), IGDA Malaysia and Game Jam Collective Malaysia had collaborated to host a real world gathering for the tri-annual Ludum Dare game jam. http://gamasutra.com/blogs/ShawnBeck/20150826/252250/Ludum_Dare_33_Malaysian_Real_World_Gathering.php Wed, 26 Aug 2015 01:07:00 EDT Designing a Jump in Unity - by Daniel Fineberg http://gamasutra.com/blogs/DanielFineberg/20150825/244650/Designing_a_Jump_in_Unity.php An analysis of different jump models in 2D games with code examples for Unity. http://gamasutra.com/blogs/DanielFineberg/20150825/244650/Designing_a_Jump_in_Unity.php Tue, 25 Aug 2015 01:22:00 EDT Sandman's Apprentice Post Mortem - by Marc Mixon http://gamasutra.com/blogs/MarcMixon/20150825/251644/Sandmans_Apprentice_Post_Mortem.php The good, the bad, and the ugly of student game development. http://gamasutra.com/blogs/MarcMixon/20150825/251644/Sandmans_Apprentice_Post_Mortem.php Tue, 25 Aug 2015 01:22:00 EDT Out of Character: how to design good game characters - by Michel Sabbagh http://gamasutra.com/blogs/MichelSabbagh/20150825/252065/Out_of_Character_how_to_design_good_game_characters.php A guide that explains the intricacies of video game characters, and how to design unique and creative characters that defy the gaming norm. http://gamasutra.com/blogs/MichelSabbagh/20150825/252065/Out_of_Character_how_to_design_good_game_characters.php Tue, 25 Aug 2015 01:22:00 EDT Skylanders and the Birth of the Toys to Life Market - by Josh Bycer http://gamasutra.com/blogs/JoshBycer/20150825/252068/Skylanders_and_the_Birth_of_the_Toys_to_Life_Market.php The Skylanders series has become very popular thanks to also being the start of the Toys to Life Market. For today's post, I'm going to examine this phenomenon and what Toys for Bob did to turn the brand into a winner. http://gamasutra.com/blogs/JoshBycer/20150825/252068/Skylanders_and_the_Birth_of_the_Toys_to_Life_Market.php Tue, 25 Aug 2015 01:22:00 EDT Making 'p good'. - by Victor Romero http://gamasutra.com/blogs/VictorRomero/20150825/252070/Making_p_good.php A summary of my experience making a small game called 'p good' for Ludum Dare 33. http://gamasutra.com/blogs/VictorRomero/20150825/252070/Making_p_good.php Tue, 25 Aug 2015 01:22:00 EDT Mo' Money, Mo' Problems: The high cost of success in game development - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20150825/252109/Mo_Money_Mo_Problems_The_high_cost_of_success_in_game_development.php Game lawyer Zachary Strebeck looks at some of the options that a successful game developer has when facing trademark infringement and copycat game clones. http://gamasutra.com/blogs/ZacharyStrebeck/20150825/252109/Mo_Money_Mo_Problems_The_high_cost_of_success_in_game_development.php Tue, 25 Aug 2015 01:22:00 EDT Transformers: Devastation Wheeljack Lineart - by cohen marshall http://gamasutra.com/blogs/CohenMarshall/20150825/252122/Transformers_Devastation_Wheeljack_Lineart.php The official Transformers Game Facebook page has posted some lineart of one of the five playable Autobots in the upcoming game, Transformers: Devastation. http://gamasutra.com/blogs/CohenMarshall/20150825/252122/Transformers_Devastation_Wheeljack_Lineart.php Tue, 25 Aug 2015 01:22:00 EDT Google Analytics in games - by Nemanja Bondzulic http://gamasutra.com/blogs/NemanjaBondzulic/20150825/252136/Google_Analytics_in_games.php How to use Google Analytics and track events, usage patterns and other interesting information in a PC game. http://gamasutra.com/blogs/NemanjaBondzulic/20150825/252136/Google_Analytics_in_games.php Tue, 25 Aug 2015 01:22:00 EDT Why it's hard to Get Your Game Published - by Filip Wiltgren http://gamasutra.com/blogs/FilipWiltgren/20150825/252137/Why_its_hard_to_Get_Your_Game_Published.php Let's face it, game publishing is a business and publishers are businessmen. Why should they take a chance at an unknown when they've got a franchise available? http://gamasutra.com/blogs/FilipWiltgren/20150825/252137/Why_its_hard_to_Get_Your_Game_Published.php Tue, 25 Aug 2015 01:22:00 EDT The Compiler – Adding Value or Clogging Experience? - by Justin French http://gamasutra.com/blogs/JustinFrench/20150825/252141/The_Compiler__Adding_Value_or_Clogging_Experience.php This blog post is taken from our site at www.dreamharvest.co.uk where we share our thoughts on the industry as well as sharing our development of our first major release, Failure. This week we are discussing one of our systems, the Compiler. http://gamasutra.com/blogs/JustinFrench/20150825/252141/The_Compiler__Adding_Value_or_Clogging_Experience.php Tue, 25 Aug 2015 01:22:00 EDT Mansion Raid Postmortem - by Brian Applegate http://gamasutra.com/blogs/BrianApplegate/20150825/252111/Mansion_Raid_Postmortem.php Looking back on a 6 week game development student project at SMU Guildhall. Analyzing the things that went well, things that went wrong and what was learned by our 3 person development team. http://gamasutra.com/blogs/BrianApplegate/20150825/252111/Mansion_Raid_Postmortem.php Tue, 25 Aug 2015 01:03:00 EDT Publishing your mobile game in China, in a nutshell - by Mark Newington http://gamasutra.com/blogs/MarkNewington/20150824/251528/Publishing_your_mobile_game_in_China_in_a_nutshell.php China is on top of minds, and everyone wants to get in on the world's biggest gaming market. Yet it's challenging to figure out where to begin. Since this is what our company does, I'd like to offer an overview and a starting point for the Chinese Market. http://gamasutra.com/blogs/MarkNewington/20150824/251528/Publishing_your_mobile_game_in_China_in_a_nutshell.php Mon, 24 Aug 2015 02:51:00 EDT How to Prioritize Features and User Stories - by Adam Moore http://gamasutra.com/blogs/AdamMoore/20150824/251668/How_to_Prioritize_Features_and_User_Stories.php A development team's time can be wasted if they select the wrong user stories or features for a sprint or a release. In this article I will walk you through some proven operations research techniques to take the guesswork out of feature prioritization. http://gamasutra.com/blogs/AdamMoore/20150824/251668/How_to_Prioritize_Features_and_User_Stories.php Mon, 24 Aug 2015 02:51:00 EDT Why Do Strategy Game App Store Icons All Look the Same? - by Scott Reyburn http://gamasutra.com/blogs/ScottReyburn/20150824/251883/Why_Do_Strategy_Game_App_Store_Icons_All_Look_the_Same.php Ever wonder why screaming faces are the "it" thing for game icons. We chatted with a few industry insiders and game designers to understand why faces are so compelling and why they make players click. http://gamasutra.com/blogs/ScottReyburn/20150824/251883/Why_Do_Strategy_Game_App_Store_Icons_All_Look_the_Same.php Mon, 24 Aug 2015 02:51:00 EDT Preprocessing Analytics Events - by Thanos Tintinidis http://gamasutra.com/blogs/ThanosTintinidis/20150824/251946/Preprocessing_Analytics_Events.php A look at how Plumbee improved the processing of events from its gaming platform by adding a preprocessing step. http://gamasutra.com/blogs/ThanosTintinidis/20150824/251946/Preprocessing_Analytics_Events.php Mon, 24 Aug 2015 02:51:00 EDT Life Lessons from Rocket League - by Jay Weston http://gamasutra.com/blogs/JayWeston/20150824/251968/Life_Lessons_from_Rocket_League.php Jane McGonigal challenges people to ask what the current game they’re playing can teach them, and what they can implement from that game in their every day lives. I do this for the rather popular Rocket League! http://gamasutra.com/blogs/JayWeston/20150824/251968/Life_Lessons_from_Rocket_League.php Mon, 24 Aug 2015 02:51:00 EDT Continuous Improvement Development - by James Bennett http://gamasutra.com/blogs/JamesBennett/20150824/251969/Continuous_Improvement_Development.php This week I made several major modifications to the Conquest! game server which don't affect player experience but do make the server run more efficient. http://gamasutra.com/blogs/JamesBennett/20150824/251969/Continuous_Improvement_Development.php Mon, 24 Aug 2015 02:51:00 EDT What our fans taught us about Kickstarter: Outland 17 - Void of Liberty - by JC Santiago http://gamasutra.com/blogs/JCSantiago/20150824/251971/What_our_fans_taught_us_about_Kickstarter_Outland_17__Void_of_Liberty.php We share the results of our post Kickstarter survey. Fans tell us what they liked and what we could do better moving forward. Some of the data surprised us and we hope you'll find it informative. http://gamasutra.com/blogs/JCSantiago/20150824/251971/What_our_fans_taught_us_about_Kickstarter_Outland_17__Void_of_Liberty.php Mon, 24 Aug 2015 02:51:00 EDT Pitch Day at the University of Advancing Technology - by Adam Moore http://gamasutra.com/blogs/AdamMoore/20150824/251979/Pitch_Day_at_the_University_of_Advancing_Technology.php An insider's look at the greenlight process for student games at the University of Advancing Technology and how competition drives teams to strive for greatness. http://gamasutra.com/blogs/AdamMoore/20150824/251979/Pitch_Day_at_the_University_of_Advancing_Technology.php Mon, 24 Aug 2015 02:51:00 EDT Production of UAT Game Studio: Ascendance (Final) - by Joshua Martonick http://gamasutra.com/blogs/JoshuaMartonick/20150824/251999/Production_of_UAT_Game_Studio_Ascendance_Final.php A complete overview of my adventure with Ascendance and game production. http://gamasutra.com/blogs/JoshuaMartonick/20150824/251999/Production_of_UAT_Game_Studio_Ascendance_Final.php Mon, 24 Aug 2015 02:51:00 EDT Student Postmortem: Oxygen Summer 2015 Release - by Adam Moore http://gamasutra.com/blogs/AdamMoore/20150824/252000/Student_Postmortem_Oxygen_Summer_2015_Release.php Oxygen is a survival horror investigation game for PC being developed by a student team at the University of Advancing Technology. This is a postmortem of our first 15 weeks of development. http://gamasutra.com/blogs/AdamMoore/20150824/252000/Student_Postmortem_Oxygen_Summer_2015_Release.php Mon, 24 Aug 2015 02:51:00 EDT Game Development Overview in Malaysia - by Ben Chong http://gamasutra.com/blogs/BenChong/20150824/252005/Game_Development_Overview_in_Malaysia.php An overview of the gamedev scene in Malaysia http://gamasutra.com/blogs/BenChong/20150824/252005/Game_Development_Overview_in_Malaysia.php Mon, 24 Aug 2015 02:51:00 EDT Planner 5D case study: how to increase ARPU by 25% - by Vasiliy Sabirov http://gamasutra.com/blogs/VasiliySabirov/20150824/252013/Planner_5D_case_study_how_to_increase_ARPU_by_25.php Planner 5D: how we increased ARPU by 25% We all want to earn more. When developing a new application, whether it's a game or a SaaS-service, you set a goal to get more money. And analytics - is the tool. http://gamasutra.com/blogs/VasiliySabirov/20150824/252013/Planner_5D_case_study_how_to_increase_ARPU_by_25.php Mon, 24 Aug 2015 02:51:00 EDT Using Map/Reduce to Run Bulk Simulations - by Sean Austin http://gamasutra.com/blogs/SeanAustin/20150824/251950/Using_MapReduce_to_Run_Bulk_Simulations.php This article describes an approach using existing Map/Reduce tools to test games that have a high degree of variability in players’ starting scenarios to verify and improve on the initial engagement. http://gamasutra.com/blogs/SeanAustin/20150824/251950/Using_MapReduce_to_Run_Bulk_Simulations.php Mon, 24 Aug 2015 01:56:00 EDT Usability Issues- Resident Evil and Resident Evil 0 - by Gerald Sword Jr. http://gamasutra.com/blogs/GeraldSwordJr/20150824/251970/Usability_Issues_Resident_Evil_and_Resident_Evil_0.php The Resident Evil series helped define the survival horror genre with its unique controls and focus on intricate puzzles over enemy confrontation; but what happens when intuitive controls are sacrificed to complicated mechanics and puzzle design? http://gamasutra.com/blogs/GeraldSwordJr/20150824/251970/Usability_Issues_Resident_Evil_and_Resident_Evil_0.php Mon, 24 Aug 2015 01:56:00 EDT Where have the "linear-centric" games gone? - by James Cartlidge http://gamasutra.com/blogs/JamesCartlidge/20150824/251981/Where_have_the_quotlinearcentricquot_games_gone.php The term "Open-World" seems to be thrown around the industry a lot, and I question does it need to be?? http://gamasutra.com/blogs/JamesCartlidge/20150824/251981/Where_have_the_quotlinearcentricquot_games_gone.php Mon, 24 Aug 2015 01:56:00 EDT How do I get funding for my indie game company? - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20150821/250809/How_do_I_get_funding_for_my_indie_game_company.php Game lawyer Zachary Strebeck looks at the many fundraising options available to indie game developers. These include loans, crowdfunding and selling equity in the company in order to fund development. http://gamasutra.com/blogs/ZacharyStrebeck/20150821/250809/How_do_I_get_funding_for_my_indie_game_company.php Fri, 21 Aug 2015 01:47:00 EDT Luckslinger tech #1 - How to make 2D Sprite Animations in Unity - by Donald Kooiker http://gamasutra.com/blogs/DonaldKooiker/20150821/251260/Luckslinger_tech_1__How_to_make_2D_Sprite_Animations_in_Unity.php We explain our simple (yet effective way to use 2D sprite animations in Unity, we've used the same system for Luckslinger. In this post I’ll just go over the basics and explain how we use the basic 2D animation system. http://gamasutra.com/blogs/DonaldKooiker/20150821/251260/Luckslinger_tech_1__How_to_make_2D_Sprite_Animations_in_Unity.php Fri, 21 Aug 2015 01:47:00 EDT The 2Ps and 2Ss Of Successful Game Design: TechCrunch, Maplestory, Neopets, and Zynga Talk User Engagement - by Xiaoxu Ma http://gamasutra.com/blogs/XiaoxuMa/20150821/251646/The_2Ps_and_2Ss_Of_Successful_Game_Design_TechCrunch_Maplestory_Neopets_and_Zynga_Talk_User_Engagement.php User engagement is often credited to well-written code rather than well-conceptualised envisioning, though its often the latter that lays the foundation. Here's a quick framework comprising 4 tried & tested principles that support app vitality. http://gamasutra.com/blogs/XiaoxuMa/20150821/251646/The_2Ps_and_2Ss_Of_Successful_Game_Design_TechCrunch_Maplestory_Neopets_and_Zynga_Talk_User_Engagement.php Fri, 21 Aug 2015 01:47:00 EDT Postmortem: ZackBellGames' INK - by Alejandro Hitti http://gamasutra.com/blogs/AlejandroHitti/20150821/251762/Postmortem_ZackBellGames_INK.php Zack Bell and Alejandro Hitti talk about their experience working on INK, recently released on Steam. They explain how they managed to develop the game in only 3 months, without a budget. http://gamasutra.com/blogs/AlejandroHitti/20150821/251762/Postmortem_ZackBellGames_INK.php Fri, 21 Aug 2015 01:47:00 EDT Why it is called Tribal Pride and other things you don't wonder about. - by Luis Blondet http://gamasutra.com/blogs/LuisBlondet/20150821/251872/Why_it_is_called_Tribal_Pride_and_other_things_you_dont_wonder_about.php Everything you never wanted to know, or were afraid to ask, about Tribal Pride. http://gamasutra.com/blogs/LuisBlondet/20150821/251872/Why_it_is_called_Tribal_Pride_and_other_things_you_dont_wonder_about.php Fri, 21 Aug 2015 01:47:00 EDT Fig.co launches to allow equity crowdfunding for games - here's how it works - by Zachary Strebeck http://gamasutra.com/blogs/ZacharyStrebeck/20150821/251878/Figco_launches_to_allow_equity_crowdfunding_for_games__heres_how_it_works.php Game lawyer Zachary Strebeck looks at the new crowdfunding site Fig and explains how its hybrid model allows for equity crowdfunding now and the future. http://gamasutra.com/blogs/ZacharyStrebeck/20150821/251878/Figco_launches_to_allow_equity_crowdfunding_for_games__heres_how_it_works.php Fri, 21 Aug 2015 01:47:00 EDT A Journey into Production: Part VII - Postmortem - by Samy Dib http://gamasutra.com/blogs/SamyDib/20150821/251890/A_Journey_into_Production_Part_VII__Postmortem.php In my final week of Production Seminar class at the University of Advancing Technology, I give my postmortem on the entire experience working with the Ascendance team. http://gamasutra.com/blogs/SamyDib/20150821/251890/A_Journey_into_Production_Part_VII__Postmortem.php Fri, 21 Aug 2015 01:47:00 EDT One month of indie game marketing – Articles and game reviews (part four) - by Marc Bourbonnais http://gamasutra.com/blogs/MarcBourbonnais/20150821/251901/One_month_of_indie_game_marketing__Articles_and_game_reviews_part_four.php In this part four of my marketing post mortem, I list my resources for game review sites. http://gamasutra.com/blogs/MarcBourbonnais/20150821/251901/One_month_of_indie_game_marketing__Articles_and_game_reviews_part_four.php Fri, 21 Aug 2015 01:47:00 EDT A ramble about input methods and audiences - by Lena LeRay http://gamasutra.com/blogs/LenaLeRay/20150821/251904/A_ramble_about_input_methods_and_audiences.php This started as a thing about offering rebindable keys and turned into a ramble about meeting audience expectations for input options in general. http://gamasutra.com/blogs/LenaLeRay/20150821/251904/A_ramble_about_input_methods_and_audiences.php Fri, 21 Aug 2015 01:47:00 EDT Making pirates feel bad using Android push notifications. - by Aksel Junkkila http://gamasutra.com/blogs/AkselJunkkila/20150821/251907/Making_pirates_feel_bad_using_Android_push_notifications.php We as developers cannot stop piracy, but we can have fun with it and give the pirates a little something to think about. Here is how we used Android push notifications to tell them of their bad habits. http://gamasutra.com/blogs/AkselJunkkila/20150821/251907/Making_pirates_feel_bad_using_Android_push_notifications.php Fri, 21 Aug 2015 01:47:00 EDT How to Pitch Your Game to Publishers - by Daniel Ström http://gamasutra.com/blogs/DanielStrm/20150821/251906/How_to_Pitch_Your_Game_to_Publishers.php The lessons we learned as a small indie studio by pitching to around 60 publishers at large industry events. http://gamasutra.com/blogs/DanielStrm/20150821/251906/How_to_Pitch_Your_Game_to_Publishers.php Fri, 21 Aug 2015 01:41:00 EDT Scope Management for Student Projects - by Adam Moore http://gamasutra.com/blogs/AdamMoore/20150820/251667/Scope_Management_for_Student_Projects.php Managing project scope is crucial to the success of any project, but it's especially crucial to the success of student projects. In this article, I will walk you through the techniques I have used to ensure my projects ship on schedule. http://gamasutra.com/blogs/AdamMoore/20150820/251667/Scope_Management_for_Student_Projects.php Thu, 20 Aug 2015 12:57:00 EDT Gameplay as Storytelling: A look at "Character Inhabitation" - by Bryce Anderston http://gamasutra.com/blogs/BryceAnderston/20150820/251766/Gameplay_as_Storytelling_A_look_at_quotCharacter_Inhabitationquot.php As a storytelling medium, video games have a number of unique properties, including the ability for the player to "be" the playable character. This article will look at various games and how they use character inhabitation to tell their stories. http://gamasutra.com/blogs/BryceAnderston/20150820/251766/Gameplay_as_Storytelling_A_look_at_quotCharacter_Inhabitationquot.php Thu, 20 Aug 2015 12:57:00 EDT Design Journal - Part 6 - by Risto D. Holmstrom http://gamasutra.com/blogs/RistoDHolmstrom/20150820/251783/Design_Journal__Part_6.php Taking a look into deciding what to design next for your game, and how to design it. http://gamasutra.com/blogs/RistoDHolmstrom/20150820/251783/Design_Journal__Part_6.php Thu, 20 Aug 2015 12:57:00 EDT Overcrowd - 7 Day Greenlight Post Mortem - by Alastair McQueen http://gamasutra.com/blogs/AlastairMcQueen/20150820/251790/Overcrowd__7_Day_Greenlight_Post_Mortem.php A brief dissection of how Overcrowd: A Commute 'Em Up was Greenlit in 7 days. http://gamasutra.com/blogs/AlastairMcQueen/20150820/251790/Overcrowd__7_Day_Greenlight_Post_Mortem.php Thu, 20 Aug 2015 12:57:00 EDT Q&A: Interview with Anne Tham, founder of ACE EdVenture Studio - by Tim Ww http://gamasutra.com/blogs/TimWw/20150820/251791/QA_Interview_with_Anne_Tham_founder_of_ACE_EdVenture_Studio.php We ask Anne Tham about what inspired her to make a Chemistry based role-playing game for students, her philosophy on education children in the 21st century, and what are her future plans on branching out the world of ChemCaper into other school subjects. http://gamasutra.com/blogs/TimWw/20150820/251791/QA_Interview_with_Anne_Tham_founder_of_ACE_EdVenture_Studio.php Thu, 20 Aug 2015 12:57:00 EDT Death Positivity in Video Games - by Gabby DaRienzo http://gamasutra.com/blogs/GabbyDaRienzo/20150820/251728/Death_Positivity_in_Video_Games.php In a sea of video games with tired death mechanics, it’s interesting to look at what games are using death differently and how that is allowing players to really think about and come to terms with their own mortalities. http://gamasutra.com/blogs/GabbyDaRienzo/20150820/251728/Death_Positivity_in_Video_Games.php Thu, 20 Aug 2015 12:52:00 EDT How to Use Your Community in Early Access - by Patrick Groome http://gamasutra.com/blogs/PatrickGroome/20150820/251840/How_to_Use_Your_Community_in_Early_Access.php The adoption of early access strategies has been one of the most important developments in games marketing. To be successful, they require intelligent use of gaming communities. http://gamasutra.com/blogs/PatrickGroome/20150820/251840/How_to_Use_Your_Community_in_Early_Access.php Thu, 20 Aug 2015 12:52:00 EDT Managing Student Game Development Teams - by Adam Moore http://gamasutra.com/blogs/AdamMoore/20150819/248679/Managing_Student_Game_Development_Teams.php Producers and managers face unique challenges when managing a team of student game developers. This article examines these challenges, how these challenges prepare students for leadership in the industry, and some recommended solutions to the challenges. http://gamasutra.com/blogs/AdamMoore/20150819/248679/Managing_Student_Game_Development_Teams.php Wed, 19 Aug 2015 01:00:00 EDT Gamescom: The View from the Business Area, part 2 - by Steve Bailey http://gamasutra.com/blogs/SteveBailey/20150819/251519/Gamescom_The_View_from_the_Business_Area_part_2.php The opening week of August was my fifth visit to Gamescom in Cologne, wherein I spent two days - Wednesday and Thursday - running around the business area, for the sake of dozens of meetings. Here are a few summary thoughts (part 2!) http://gamasutra.com/blogs/SteveBailey/20150819/251519/Gamescom_The_View_from_the_Business_Area_part_2.php Wed, 19 Aug 2015 01:00:00 EDT