Gamasutra.com - All Blogs http://gamasutra.com/blogs/ Gamasutra Blogs Sun, 24 May 2015 07:21:51 EDT en-us scarless@think-services.com (Simon Carless) Not that seventies style - by Michael Samyn http://gamasutra.com/blogs/MichaelSamyn/20150522/244193/Not_that_seventies_style.php Design,Art,Console/PC,Indie Some details about the 1972 that inspired Sunset, from modernism and eclecticism to blaxploitation and objectification. http://gamasutra.com/blogs/MichaelSamyn/20150522/244193/Not_that_seventies_style.php Fri, 22 May 2015 04:14:00 EDT Core Players & Energy Mechanics: They Don't Mix - by Timothy Harris http://gamasutra.com/blogs/TimothyHarris/20150522/243941/Core_Players__Energy_Mechanics_They_Dont_Mix.php Design,Smartphone/Tablet Midnight Star is a sci-fi shooter aimed at the core gamer. It used an energy F2P mechanic that didn't work, so we're axing it. Here's why... http://gamasutra.com/blogs/TimothyHarris/20150522/243941/Core_Players__Energy_Mechanics_They_Dont_Mix.php Fri, 22 May 2015 01:16:00 EDT Goat Simulator – Media presence case study - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20150522/244155/Goat_Simulator__Media_presence_case_study.php Business/Marketing,Console/PC,Indie A look at the media presence of Goat Simulator. http://gamasutra.com/blogs/ThomasBidaux/20150522/244155/Goat_Simulator__Media_presence_case_study.php Fri, 22 May 2015 01:16:00 EDT How to manage a 2D art team - by Junxue Li http://gamasutra.com/blogs/JunxueLi/20150521/243986/How_to_manage_a_2D_art_team.php Design,Art,Social/Online,Smartphone/Tablet This article offers some tips for managing an art team, to meet the goal of delivering good works within deadline, and within your budget. http://gamasutra.com/blogs/JunxueLi/20150521/243986/How_to_manage_a_2D_art_team.php Thu, 21 May 2015 02:10:00 EDT The "Strange Attractor" in Video Game Design - by Joseph Kim http://gamasutra.com/blogs/JosephKim/20150520/243320/The_quotStrange_Attractorquot_in_Video_Game_Design.php Business/Marketing,Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Even a good game design may be doomed from the start: anyone launching in a competitive game category requires a strange attractor for user attention. Learn how to develop a good game concept using the principle of a strange attractor. http://gamasutra.com/blogs/JosephKim/20150520/243320/The_quotStrange_Attractorquot_in_Video_Game_Design.php Wed, 20 May 2015 02:13:00 EDT Armor for Dummies and/or Game Developers - by Anna Jenelius http://gamasutra.com/blogs/AnnaJenelius/20150520/243514/Armor_for_Dummies_andor_Game_Developers.php Design,Art,Console/PC,Social/Online,Smartphone/Tablet This crash course aims to provide a simple toolkit for anyone interested in introducing more realism to the armors of their game, and making them functional rather than just decorative. http://gamasutra.com/blogs/AnnaJenelius/20150520/243514/Armor_for_Dummies_andor_Game_Developers.php Wed, 20 May 2015 02:13:00 EDT Kickstarter in France and Germany - by Thomas Bidaux http://gamasutra.com/blogs/ThomasBidaux/20150520/243863/Kickstarter_in_France_and_Germany.php Business/Marketing,Console/PC With Kickstarter opening in both Germany and France during the month of May, I am doing an analysis of the projects from those countries to date. http://gamasutra.com/blogs/ThomasBidaux/20150520/243863/Kickstarter_in_France_and_Germany.php Wed, 20 May 2015 02:13:00 EDT Systems, Game Systems, and Systemic Games - by Mike Sellers http://gamasutra.com/blogs/MikeSellers/20150518/243708/Systems_Game_Systems_and_Systemic_Games.php Design Understanding what systems are and how to construct effective game systems are vital for game designers. Game systems are an important subset of systems overall, and systemic games give us a view of a flourishing part of game design. http://gamasutra.com/blogs/MikeSellers/20150518/243708/Systems_Game_Systems_and_Systemic_Games.php Mon, 18 May 2015 06:54:00 EDT The Usability of Bloodborne - by Ben Lewis-Evans http://gamasutra.com/blogs/BenLewisEvans/20150518/243716/The_Usability_of_Bloodborne.php Design,Console/PC "Bloodborne is user unfriendly", "Bloodborne proves your job isn't needed", "People like you are why games aren't hard like they used to be". As a Games User Researcher I have seen these comments many times. They are understandable but inaccurate. http://gamasutra.com/blogs/BenLewisEvans/20150518/243716/The_Usability_of_Bloodborne.php Mon, 18 May 2015 06:37:00 EDT Psychology and Video Game Kickstarters - by Jamie Madigan http://gamasutra.com/blogs/JamieMadigan/20150515/243576/Psychology_and_Video_Game_Kickstarters.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet 3 psychological phenomena that can help determine the success (or failure) of a Kickstarter video game pitch. http://gamasutra.com/blogs/JamieMadigan/20150515/243576/Psychology_and_Video_Game_Kickstarters.php Fri, 15 May 2015 01:02:00 EDT Procedural Generation: digging deeper - by Luis Diaz http://gamasutra.com/blogs/LuisDiaz/20150522/244047/Procedural_Generation_digging_deeper.php Design,Console/PC,Serious,Indie,Smartphone/Tablet By now we have heard a lot about procedurally generated maps but, how about procedurally generated narrative? What do you know about that? Learn why you should care about it. http://gamasutra.com/blogs/LuisDiaz/20150522/244047/Procedural_Generation_digging_deeper.php Fri, 22 May 2015 01:13:00 EDT Reworking Salvaged's Environments Post Rezzed - by Dave Preston http://gamasutra.com/blogs/DavePreston/20150522/244147/Reworking_Salvageds_Environments_Post_Rezzed.php Programming,Art,Console/PC,Indie An update on the new approach for creating environments in Opposable Game's Salvaged. http://gamasutra.com/blogs/DavePreston/20150522/244147/Reworking_Salvageds_Environments_Post_Rezzed.php Fri, 22 May 2015 01:13:00 EDT How Can You Create an Attention Grabbing App Icon? - by Puneet Yamparala http://gamasutra.com/blogs/PuneetYamparala/20150521/243930/How_Can_You_Create_an_Attention_Grabbing_App_Icon.php Business/Marketing,Smartphone/Tablet This post emphasizes on how to create wonderful and attractive app icons that can attract more number of users. http://gamasutra.com/blogs/PuneetYamparala/20150521/243930/How_Can_You_Create_an_Attention_Grabbing_App_Icon.php Thu, 21 May 2015 02:10:00 EDT How to use Photoshop Layer Styles like a Boss - Advanced guide for game illustrators - by Dave Bleja http://gamasutra.com/blogs/DaveBleja/20150521/243958/How_to_use_Photoshop_Layer_Styles_like_a_Boss__Advanced_guide_for_game_illustrators.php Art,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Photoshop Layer Styles are very powerful and surprisingly versatile, and I use them for almost all of Spryke's graphics. In this guide, I go through various Layer Style tips & tricks, including Pseudo Color Overlays, internal Adjustment Layers and more. http://gamasutra.com/blogs/DaveBleja/20150521/243958/How_to_use_Photoshop_Layer_Styles_like_a_Boss__Advanced_guide_for_game_illustrators.php Thu, 21 May 2015 02:10:00 EDT Mobile Games & Apps Naming - by Kseniia Kovtun http://gamasutra.com/blogs/KseniiaKovtun/20150521/243960/Mobile_Games__Apps_Naming.php Business/Marketing,Smartphone/Tablet How to come up with an idea of your game's future name? When it's time to think about naming and ASO? What's the "three words magic" everyone is talking about? http://gamasutra.com/blogs/KseniiaKovtun/20150521/243960/Mobile_Games__Apps_Naming.php Thu, 21 May 2015 02:10:00 EDT Design 101: Complexity vs. Depth - by Dan Felder http://gamasutra.com/blogs/DanFelder/20150521/243962/Design_101_Complexity_vs_Depth.php Design,Console/PC,Indie,Smartphone/Tablet It's one of the most controversial topics in game design, and it's all a big misunderstanding. http://gamasutra.com/blogs/DanFelder/20150521/243962/Design_101_Complexity_vs_Depth.php Thu, 21 May 2015 02:10:00 EDT We need a story! - Writing 'Salvaged' - by Daniel Dowsing http://gamasutra.com/blogs/DanielDowsing/20150521/243985/We_need_a_story__Writing_Salvaged.php Design,Production,Console/PC,Indie,Smartphone/Tablet An analysis of designing Salvaged's narrative mid-way through production, of how narrative defines a game experience and the value of creative restrictions. http://gamasutra.com/blogs/DanielDowsing/20150521/243985/We_need_a_story__Writing_Salvaged.php Thu, 21 May 2015 02:10:00 EDT Retention/loyalty in the nontraditional terms - by Chris Kjosmoen http://gamasutra.com/blogs/ChrisKjosmoen/20150521/244007/Retentionloyalty_in_the_nontraditional_terms.php Business/Marketing,Serious,Indie,Social/Online A blog made by Chris Kjosmoen about my thoughts around loyalty + games. http://gamasutra.com/blogs/ChrisKjosmoen/20150521/244007/Retentionloyalty_in_the_nontraditional_terms.php Thu, 21 May 2015 02:10:00 EDT How the camera works in Sol - by Javier Degirolmo http://gamasutra.com/blogs/JavierDegirolmo/20150521/244041/How_the_camera_works_in_Sol.php Design Here I describe how the camera works in Sol. This is especially interesting when zooming is enabled, since the camera behavior is much more complex to compensate for the smaller viewport. http://gamasutra.com/blogs/JavierDegirolmo/20150521/244041/How_the_camera_works_in_Sol.php Thu, 21 May 2015 02:10:00 EDT Designing Valentina Kerman, a perfect badass Kerbonaut for Kerbal Space Program - by Daniel Rosas http://gamasutra.com/blogs/DanielRosas/20150521/243944/Designing_Valentina_Kerman_a_perfect_badass_Kerbonaut_for_Kerbal_Space_Program.php Art,Indie The design of the female Kerbal characters was a process of several months. Throughout the road I found some obstacles and design problems that needed to be overcome, to the extent of creating: Valentina Kerman, the most badass Kerbonaut. http://gamasutra.com/blogs/DanielRosas/20150521/243944/Designing_Valentina_Kerman_a_perfect_badass_Kerbonaut_for_Kerbal_Space_Program.php Thu, 21 May 2015 01:39:00 EDT