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January 28, 2015
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January 28, 2015
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Updates » Serious
Don't Miss: The top 10 weird children of games and neuroscience 24
by Erin Robinson [01.28.15]
In this classic 2011 feature, indie game developer and former neuroscience researcher Erin Robinson takes a look at ten particularly interesting studies to see what they can teach us as game makers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Freelancers, contractors, and consultants don't work for free! 5
by Gamasutra Community [01.26.15]
A quick guide to working with outside collaborators: "Doing those 3 things above shows that you are a professional with a low budget, not a disillusioned idea person looking for free or cheap labor."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Unity error fix: Timestamps and assets maps out of sync 18
by Gamasutra Community [01.26.15]
One developer encounters a devastating Unity error: "My work of about three weeks was gone. I couldn’t see anything, I couldn’t do anything at all." Here's how to work around it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Blog: Don't lose work - An auto-save solution for Unity 3
by Gamasutra Community [01.22.15]
"What can you do when a team member suffers a recurring Unity editor crash, losing all level design work? My answer was to write a small and helpful editor extension -- auto-save!"
Console/PC, Smartphone/Tablet, Indie, Serious, Programming

Reminder: Just over 24 hours left to register early for GDC 2015 1
by Staff [01.20.15]
With just over a day left until early registration for GDC 2015 ends on January 21, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: Overcoming Impostor's Syndrome 37
by Gamasutra Community [01.19.15]
"You realize that you don’t deserve to be here. You do not belong. You see amazing, talented people with more experience and talent, and you know you aren’t qualified to work in their industry."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

'Has making games gotten easier or harder as you get older? Why?' 7
by Alex Wawro [01.16.15]
As the game industry matures, developers must balance the demands of their careers with the realities of growing older. Gamasutra asks its Twitter followers whether things get easier -- or harder.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

A new, free, simple press kit tool: Differently 9
by Gamasutra Community [01.14.15]
A free alternative to Vlambeer's presskit() arises, thanks to one developer's different needs, and with a different approach to how it was developed. It's available now.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Unit tests vs. functional tests: Round 1 1
by Gamasutra Community [01.14.15]
"Long story short – I made the initial set of tests pass, but when I ran the code in Tamy (my game engine editor) on the sample assets I had, it broke spectacularly."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

The Game Outcomes Project: Building effective teams 27
by Gamasutra Community [01.07.15]
Born from a survey that yielded data about the most effective practices for team-based game development, The Game Outcomes Project is back -- this time, with info on how to build your team.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

8 game production tips: What we learned the hard way 6
by Gamasutra Community [01.06.15]
Eight game production tips learned "the hard way" -- with topics ranging from localization to community events and project planning.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

A primer on repeatable random numbers in video games 6
by Gamasutra Community [01.06.15]
"If you're creating anything procedural, you're guaranteed to come in need of random numbers. And if you want to be able to produce the same result more than once, you'll need the numbers to be repeatable."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

20 developers, events and trends that shaped our industry in 2014 Exclusive  
by Alex Wawro [12.31.14]
As we bid farewell to 2014, it's clear we're closing out one of the more momentous years in recent game industry history; here are the developers, events and trends that defined the year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Best of 2014: Games and gun violence, a year after Sandy Hook 64
by Mike Rose [12.30.14]
Following the horrific shooting at Sandy Hook, the game industry sat down with the Vice President to talk about gun violence. A year later we asked: What's come of that meeting?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

The Jewish Play Project, or 'that's funny, Taito -- you don't look Jewish.' 11
by Gamasutra Community [12.24.14]
"In looking at toys, games, pinball and video games we’re at over 80 companies and over 150 people. The Jewish Play Project has been initiated to support investigation of this history in much greater depth."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

How to estimate the time needed for game localization  
by Gamasutra Community [12.22.14]
A quick guide for both the localization company and the game developer or publisher -- how to create a realistic estimate of the time it'll take and, then, the cost of that time.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

The three sources of quality in game audio  
by Gamasutra Community [12.22.14]
"When considering 'quality' in both the output and processes of a game audio department, there are three key areas... These three areas all place the user experience first and foremost."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio

Game audio pillars  
by Gamasutra Community [12.19.14]
"The thought here is to provide high-level transparent goals for the audio department within a development environment, and to serve as a series of checks and balances by having a longer term strategic outlook."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio

Heads up: Security vulnerability discovered in git clients 3
by Christian Nutt [12.18.14]
"A critical Git security vulnerability has been announced today, affecting all versions of the official Git client," GitHub says. An update is live for its services, but everyone using git should be careful.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Best of 2014: Understanding Nintendo's Tomodachi Life problem 84
by Christian Nutt [12.18.14]
Christian Nutt examines why Nintendo's response to outcry over the lack of same-sex marriage in Tomodachi Life is so important, and reflects on the totemic power of marriage and identity in games.
Console/PC, Serious, Design, Business/Marketing