Gamasutra.com - All Blogs http://gamasutra.com/blogs/ Gamasutra Blogs Sun, 21 Sep 2014 12:04:55 EDT en-us scarless@think-services.com (Simon Carless) A DC Developer’s View from the White House Game Jam - by Christopher Totten http://gamasutra.com/blogs/ChristopherTotten/20140919/226072/A_DC_Developers_View_from_the_White_House_Game_Jam.php Design,Production,Serious,Indie How participating in a Game Jam at the White House brought our new American University Game Lab together and taught us about game development in the Washington, DC area. http://gamasutra.com/blogs/ChristopherTotten/20140919/226072/A_DC_Developers_View_from_the_White_House_Game_Jam.php Fri, 19 Sep 2014 08:23:00 EDT Mobile UI and Game Design: Screens vs. Flows - by Joseph Kim http://gamasutra.com/blogs/JosephKim/20140918/225980/Mobile_UI_and_Game_Design_Screens_vs_Flows.php Design,Smartphone/Tablet A recommended method for mobile game design that focuses on detailing entire series of user flows rather than specific screens. Many PC/console game designers often fail here by focusing on key screens and thereby eventually requiring redesign. http://gamasutra.com/blogs/JosephKim/20140918/225980/Mobile_UI_and_Game_Design_Screens_vs_Flows.php Thu, 18 Sep 2014 08:09:00 EDT A key ingredient for successful game studios - Positive Energy - by Heinz Schuller http://gamasutra.com/blogs/HeinzSchuller/20140918/225953/A_key_ingredient_for_successful_game_studios__Positive_Energy.php Production,Art,Console/PC,Indie Studio culture is defined by it's people, but what makes some studios great places to work vs. others? A key aspect (in my experience) is Positive Energy. http://gamasutra.com/blogs/HeinzSchuller/20140918/225953/A_key_ingredient_for_successful_game_studios__Positive_Energy.php Thu, 18 Sep 2014 02:56:00 EDT Lovers in a Dangerous Spacetime DevLog #11: Timing Is Everything - by Adam Winkels http://gamasutra.com/blogs/AdamWinkels/20140918/225928/Lovers_in_a_Dangerous_Spacetime_DevLog_11_Timing_Is_Everything.php Programming,Console/PC,Indie Implementing an easy to use coroutine-based timer in Unity. http://gamasutra.com/blogs/AdamWinkels/20140918/225928/Lovers_in_a_Dangerous_Spacetime_DevLog_11_Timing_Is_Everything.php Thu, 18 Sep 2014 11:31:00 EDT The formal systems of games - by Lennart Nacke http://gamasutra.com/blogs/LennartNacke/20140917/225767/The_formal_systems_of_games.php Design In the second week of my Basic Introduction to Game Design course, I talk about games as systems, their formal structure and the elements that make games into games. http://gamasutra.com/blogs/LennartNacke/20140917/225767/The_formal_systems_of_games.php Wed, 17 Sep 2014 12:14:00 EDT Inclusivity vs Narrative Intent: a conversation with r/gaymers - by Ethan Levy http://gamasutra.com/blogs/EthanLevy/20140916/225766/Inclusivity_vs_Narrative_Intent_a_conversation_with_rgaymers.php Design,Indie While working on narrative experiment flapping bird, I questioned my initial decision to make my main character straight and male. So I asked gamers on Reddit's r/gaymers if inclusive language would make for a better game. This is what I learned. http://gamasutra.com/blogs/EthanLevy/20140916/225766/Inclusivity_vs_Narrative_Intent_a_conversation_with_rgaymers.php Tue, 16 Sep 2014 09:50:00 EDT Procedural Generation: By Molecule or Mythology - by Tanya X Short http://gamasutra.com/blogs/TanyaXShort/20140916/225758/Procedural_Generation_By_Molecule_or_Mythology.php Design,Console/PC,Indie A designer describes her studio's methods for choosing the level of detail of their procedural generation algorithms. http://gamasutra.com/blogs/TanyaXShort/20140916/225758/Procedural_Generation_By_Molecule_or_Mythology.php Tue, 16 Sep 2014 08:01:00 EDT Branching Conversation Systems and the Working Writer, Part 3: Building a Conversation Tree - by Alexander Freed http://gamasutra.com/blogs/AlexanderFreed/20140916/225763/Branching_Conversation_Systems_and_the_Working_Writer_Part_3_Building_a_Conversation_Tree.php Design,Console/PC,Indie For decades, branching conversation systems have been a powerful tool in game narrative. In part three of our series, we discuss toolsets and how to structure a conversation for easy review and later editing. http://gamasutra.com/blogs/AlexanderFreed/20140916/225763/Branching_Conversation_Systems_and_the_Working_Writer_Part_3_Building_a_Conversation_Tree.php Tue, 16 Sep 2014 07:59:00 EDT Mistranslated Worlds - by Radek Koncewicz http://gamasutra.com/blogs/RadekKoncewicz/20140916/225749/Mistranslated_Worlds.php Design,Console/PC A furtive look at the secret history of the Souls games and how a shoddy localization might have sparked the imaginations of its developers. http://gamasutra.com/blogs/RadekKoncewicz/20140916/225749/Mistranslated_Worlds.php Tue, 16 Sep 2014 03:55:00 EDT Not "Just A Mobile Game" - by E McNeill http://gamasutra.com/blogs/EMcNeill/20140916/225733/Not_quotJust_A_Mobile_Gamequot.php Business/Marketing,Console/PC,Indie,Smartphone/Tablet Thoughts on the upcoming software catalogue of Gear VR and how mobile VR games will be viewed by players. http://gamasutra.com/blogs/EMcNeill/20140916/225733/Not_quotJust_A_Mobile_Gamequot.php Tue, 16 Sep 2014 02:48:00 EDT Future Game Story - by Martin Annander http://gamasutra.com/blogs/MartinAnnander/20140919/226055/Future_Game_Story.php Design,Console/PC,Indie Interaction has become the broken nose of video games. Narrative storytelling the cosmetic surgery. This article on game story argues that games need to borrow less and invent more. http://gamasutra.com/blogs/MartinAnnander/20140919/226055/Future_Game_Story.php Fri, 19 Sep 2014 01:27:00 EDT Get your app featured by Apple, here's who to contact & how - by Kyle Waring http://gamasutra.com/blogs/KyleWaring/20140919/226045/Get_your_app_featured_by_Apple_heres_who_to_contact__how.php Business/Marketing,Indie,Smartphone/Tablet Getting featured on the App store is a critical step in marketing your game. By getting featured by Apple, you’re getting the holy grail of advertising: wide visibility, lots of installs and subsequently– revenue! Learn how to pitch and who to contact! http://gamasutra.com/blogs/KyleWaring/20140919/226045/Get_your_app_featured_by_Apple_heres_who_to_contact__how.php Fri, 19 Sep 2014 12:03:00 EDT First PCT GameDevs Meeting - by Tony Yotes http://gamasutra.com/blogs/TonyYotes/20140919/226044/First_PCT_GameDevs_Meeting.php Design,Production,Indie I hosted the first game development club meeting at the Pennsylvania College of Technology on Thursday and it went really well. Students are excited to focus on aspects of development not covered in our generic IT classes. http://gamasutra.com/blogs/TonyYotes/20140919/226044/First_PCT_GameDevs_Meeting.php Fri, 19 Sep 2014 11:44:00 EDT How I got into Gaming, Part 3 - Let the Games Begin - by William Anderson http://gamasutra.com/blogs/WilliamAnderson/20140919/226034/How_I_got_into_Gaming_Part_3__Let_the_Games_Begin.php Design,Production,Console/PC How I got into Gaming, Part 3 - Let the Games Began http://gamasutra.com/blogs/WilliamAnderson/20140919/226034/How_I_got_into_Gaming_Part_3__Let_the_Games_Begin.php Fri, 19 Sep 2014 10:37:00 EDT How I got into Gaming, Part 2 - The Interview - by William Anderson http://gamasutra.com/blogs/WilliamAnderson/20140919/226033/How_I_got_into_Gaming_Part_2__The_Interview.php Design,Production,Console/PC How I got into Gaming, Part 2 - The Interview with Virgin Games http://gamasutra.com/blogs/WilliamAnderson/20140919/226033/How_I_got_into_Gaming_Part_2__The_Interview.php Fri, 19 Sep 2014 10:28:00 EDT How I got into Gaming, Part 1 - by William Anderson http://gamasutra.com/blogs/WilliamAnderson/20140919/226031/How_I_got_into_Gaming_Part_1.php Design,Production,Console/PC How I personally got into game development back in the early days of gaming. http://gamasutra.com/blogs/WilliamAnderson/20140919/226031/How_I_got_into_Gaming_Part_1.php Fri, 19 Sep 2014 10:23:00 EDT One more time!: The role of self-determination and gamer identity in persistence - by Wai Yen Tang http://gamasutra.com/blogs/WaiYenTang/20140919/226032/One_more_time_The_role_of_selfdetermination_and_gamer_identity_in_persistence.php Console/PC,Social/Online A study examining into the role of self-determination and gamer identity on persistence in gaming http://gamasutra.com/blogs/WaiYenTang/20140919/226032/One_more_time_The_role_of_selfdetermination_and_gamer_identity_in_persistence.php Fri, 19 Sep 2014 10:22:00 EDT Re-aligning the elements of charted Space – an addict’s analysis of Destiny. - by Jedrzej Czarnota http://gamasutra.com/blogs/JedrzejCzarnota/20140919/226021/Realigning_the_elements_of_charted_Space__an_addicts_analysis_of_Destiny.php Business/Marketing,Art,Console/PC This blog post discusses Bungie's Destiny and the array of its breakthroughs. Those incremental innovations add up to form a new experience for consoles, one that integrates influences from many genres, and MMOGs in particular. http://gamasutra.com/blogs/JedrzejCzarnota/20140919/226021/Realigning_the_elements_of_charted_Space__an_addicts_analysis_of_Destiny.php Fri, 19 Sep 2014 10:04:00 EDT Writing the music for Smash Hit - by Douglas Holmquist http://gamasutra.com/blogs/DouglasHolmquist/20140919/225989/Writing_the_music_for_Smash_Hit.php Audio,Indie,Smartphone/Tablet In this post, composer Douglas Holmquist describes the process of writing the music for Mediocre Games' Smash Hit. http://gamasutra.com/blogs/DouglasHolmquist/20140919/225989/Writing_the_music_for_Smash_Hit.php Fri, 19 Sep 2014 03:35:00 EDT Kickstarting a Coding Education Video Game in a Post-"Code Hero" World - by Lindsey Handley http://gamasutra.com/blogs/LindseyHandley/20140918/225984/Kickstarting_a_Coding_Education_Video_Game_in_a_PostquotCode_Heroquot_World.php Business/Marketing,Indie We knew that launching a coding education video game on Kickstarter after the catastrophe that was "Code Hero" would be challenging. We studied the Code Hero campaign intensely, so that we could later prove ourselves competent & trustworthy to backers. http://gamasutra.com/blogs/LindseyHandley/20140918/225984/Kickstarting_a_Coding_Education_Video_Game_in_a_PostquotCode_Heroquot_World.php Thu, 18 Sep 2014 11:25:00 EDT