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Gamasutra expert blogs: From HTML5 audio to getting press reviews

Gamasutra expert blogs: From HTML5 audio to getting press reviews

June 21, 2012 | By Eric Caoili




[In highlights from Gamasutra's Expert Blogs, industry notables write about diverse topics, including triple-A lessons for indie developers, getting the games press to review your game, HTML5 audio troubleshooting, and more.]

In our weekly Best of Expert Blogs column, we showcase notable pieces of writing from members of the game development community who maintain Expert Blogs on Gamasutra.

Member Blogs -- also highlighted weekly -- can be maintained by any registered Gamasutra user, while the invitation-only Expert Blogs are written by development professionals with a wealth of experience to share.

We hope that both sections can provide useful and interesting viewpoints on our industry. For more information about the blogs, check out the latest official posting guidelines.

Here are the top blogs for the week:

This Week's Standout Expert Blogs

The HTML5 audio troubleshooting guide
(Chris Khoo)

HTML5 audio has its quirks. Chris Khoo offers some general advice on implementing web audio and (hopefully) covers the major challenges implementing it on a per platform basis. Platform coverage includes both desktop and mobile platforms.

How we approached the press for Velocity reviews
(James Marsden)

It can be hard to get the games press to take notice of you if you're an indie nobody. There are a bunch of posts around the web dedicated to giving advice on how to approach the press, but few give concrete examples. James Marsden shares how Velocity reached out to the press.

A New Take on RPG Design: A Xenoblade Chronicles analysis
(Josh Bycer)

Xenoblade Chronicles may be known as the game that almost didn't make it to the US, but Josh Bycer argues that it is also one of the best RPGs of the year thanks to its unique design.

Going indie: 5 lessons I learned from AAA
(Aaron SanFilippo)

After 7 years in AAA, Aaron SanFilippo reflects on lessons learned, and discusses how he believes this experience will help in his new life as an indie developer in a two-man studio.


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