Gamasutra.com - Expert Blogs http://www.gamasutra.com/blogs/expert/ Gamasutra Blogs Sun, 01 Mar 2015 06:28:58 EST en-us scarless@think-services.com (Simon Carless) Metroidvania interview: Jools Watsham (Xeodrifter) - by Christian Nutt http://www.gamasutra.com/blogs/ChristianNutt/20150227/237658/Metroidvania_interview_Jools_Watsham_Xeodrifter.php Design,Console/PC,Indie Another of my Metroidvania source interviews -- this time with Jools Watsham of Renegade Kid, developers of Xeodrifter. http://www.gamasutra.com/blogs/ChristianNutt/20150227/237658/Metroidvania_interview_Jools_Watsham_Xeodrifter.php Fri, 27 Feb 2015 06:59:00 EST On Indie Game Pricing - by Dan Adelman http://www.gamasutra.com/blogs/DanAdelman/20150227/237639/On_Indie_Game_Pricing.php Business/Marketing,Indie Indie developers struggle with the question of how to price their game and when to put in on sale. This article gives a framework for understanding pricing and suggests a 3-step approach, including a recommendation to announce price drops well in advance. http://www.gamasutra.com/blogs/DanAdelman/20150227/237639/On_Indie_Game_Pricing.php Fri, 27 Feb 2015 03:53:00 EST @Play 79: The Re-return of ToeJam & Earl - by John Harris http://www.gamasutra.com/blogs/JohnHarris/20150227/237560/Play_79_The_Rereturn_of_ToeJam__Earl.php Design,Console/PC,Indie @Play is back with a long article about the legacy and future of Genesis roguelike-ish game ToeJam & Earl. http://www.gamasutra.com/blogs/JohnHarris/20150227/237560/Play_79_The_Rereturn_of_ToeJam__Earl.php Fri, 27 Feb 2015 03:08:00 EST Red vs. Blue: Which Team Should You Choose? - by Jamie Madigan http://www.gamasutra.com/blogs/JamieMadigan/20150226/237488/Red_vs_Blue_Which_Team_Should_You_Choose.php Design,Console/PC,Social/Online Has anyone ever done research on whether playing on the red team or the blue blue gives one a mental edge in games? Yep. http://www.gamasutra.com/blogs/JamieMadigan/20150226/237488/Red_vs_Blue_Which_Team_Should_You_Choose.php Thu, 26 Feb 2015 02:10:00 EST announcing contract( ), a free builder for plain English agreements - by Adriaan de Jongh http://www.gamasutra.com/blogs/AdriaanDeJongh/20150225/237355/announcing_contract__a_free_builder_for_plain_English_agreements.php Business/Marketing,Indie contract( ) (pronounced ‘do contract’) generates free, plain English agreements for and between game developers. It’s based on the idea that developers do not need legalese to come to an agreement or to resolve a disagreement. http://www.gamasutra.com/blogs/AdriaanDeJongh/20150225/237355/announcing_contract__a_free_builder_for_plain_English_agreements.php Wed, 25 Feb 2015 04:33:00 EST Thoughts on Turning Fifty - by Laralyn McWillams http://www.gamasutra.com/blogs/LaralynMcWillams/20150225/237254/Thoughts_on_Turning_Fifty.php Business/Marketing,Console/PC,Smartphone/Tablet What does turning fifty in game development mean to me? I can’t imagine a life that doesn’t involve making games. Over the years, I’ve grown and changed--and I’m nowhere near done yet. As an industry, we can grow and change too. http://www.gamasutra.com/blogs/LaralynMcWillams/20150225/237254/Thoughts_on_Turning_Fifty.php Wed, 25 Feb 2015 01:15:00 EST Prediction in the Gaming Industry, Part 3: Predictions for the Prediction Industry - by Dmitri Williams http://www.gamasutra.com/blogs/DmitriWilliams/20150224/236785/Prediction_in_the_Gaming_Industry_Part_3_Predictions_for_the_Prediction_Industry.php This article is the third in a three-part series on prediction and using predictive metrics in the gaming industry. http://www.gamasutra.com/blogs/DmitriWilliams/20150224/236785/Prediction_in_the_Gaming_Industry_Part_3_Predictions_for_the_Prediction_Industry.php Tue, 24 Feb 2015 01:58:00 EST Mobile Game Design: Iteration vs. Planning, MVP = Dangerous! - by Joseph Kim http://www.gamasutra.com/blogs/JosephKim/20150224/237157/Mobile_Game_Design_Iteration_vs_Planning_MVP__Dangerous.php Business/Marketing,Design,Programming,Production,Smartphone/Tablet Iteration based mobile game designers have taken the philosophy of "MVP" (Minimum Viable Product) development principles too far to laziness. By not properly planning design, product teams waste massive dev resources and time: this can be avoided. http://www.gamasutra.com/blogs/JosephKim/20150224/237157/Mobile_Game_Design_Iteration_vs_Planning_MVP__Dangerous.php Tue, 24 Feb 2015 01:54:00 EST Stenography for Programming - by Lars Doucet http://www.gamasutra.com/blogs/LarsDoucet/20150223/237109/Stenography_for_Programming.php Programming,Console/PC,Indie Learning stenography for text input and programming, mostly for ergonomic reasons. A weird but interesting journey! http://www.gamasutra.com/blogs/LarsDoucet/20150223/237109/Stenography_for_Programming.php Mon, 23 Feb 2015 12:31:00 EST Man In The Moonbase (Part 1) : The Death and Life of the Best Game You Never Played - by Darby McDevitt http://www.gamasutra.com/blogs/DarbyMcDevitt/20150223/234684/Man_In_The_Moonbase_Part_1__The_Death_and_Life_of_the_Best_Game_You_Never_Played.php Business/Marketing,Design,Production,Console/PC,Serious,Indie In 2002, Humongous Entertainment was a company beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title that broke all of the rules: "Moonbase Commander" - the best game you never played. http://www.gamasutra.com/blogs/DarbyMcDevitt/20150223/234684/Man_In_The_Moonbase_Part_1__The_Death_and_Life_of_the_Best_Game_You_Never_Played.php Mon, 23 Feb 2015 12:25:00 EST Current Issues With Survival Games - by Alex Nichiporchik http://www.gamasutra.com/blogs/AlexNichiporchik/20150223/237085/Current_Issues_With_Survival_Games.php Design,Console/PC,Indie Multiplayer survival games are insanely fun, but they seem to share very common issues which I'm hoping to digest in this article http://www.gamasutra.com/blogs/AlexNichiporchik/20150223/237085/Current_Issues_With_Survival_Games.php Mon, 23 Feb 2015 12:25:00 EST Introducing GDC 2015's 'curated spaces' - by Simon Carless http://www.gamasutra.com/blogs/SimonCarless/20150222/237051/Introducing_GDC_2015s_curated_spaces.php Audio,Business/Marketing,Design,Programming,Production,Art,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Detailing and explaining all of the super-neat interactive exhibits dotted around Game Developers Conference 2015, from Indie MEGABOOTH through iam8bit and far beyond. http://www.gamasutra.com/blogs/SimonCarless/20150222/237051/Introducing_GDC_2015s_curated_spaces.php Sun, 22 Feb 2015 12:02:00 EST Metroidvania interview: Tom Happ - by Christian Nutt http://www.gamasutra.com/blogs/ChristianNutt/20150220/237005/Metroidvania_interview_Tom_Happ.php Business/Marketing,Design,Console/PC,Indie An interview with Tom Happ, creator of Axiom Verge, about the Metroidvania genre. http://www.gamasutra.com/blogs/ChristianNutt/20150220/237005/Metroidvania_interview_Tom_Happ.php Fri, 20 Feb 2015 01:56:00 EST The Rise and Fall and Rise Again of Game Design Rules - by Richard Rouse III http://www.gamasutra.com/blogs/RichardRouseIII/20150218/236699/The_Rise_and_Fall_and_Rise_Again_of_Game_Design_Rules.php Design,Console/PC,Indie Game design rules are not universal, but that doesn't make them any less interesting. This post explores designers' tendency to create rules that govern game design, why that is problematic, and how game design rules can be used for good and not evil. http://www.gamasutra.com/blogs/RichardRouseIII/20150218/236699/The_Rise_and_Fall_and_Rise_Again_of_Game_Design_Rules.php Wed, 18 Feb 2015 01:18:00 EST Investors and video games - it's pretty difficult - by Alex Nichiporchik http://www.gamasutra.com/blogs/AlexNichiporchik/20150218/236733/Investors_and_video_games__its_pretty_difficult.php Business/Marketing,Console/PC,Indie What I learned after years of talking with investors about video games and investing into game companies. A subjective, personal experience post. http://www.gamasutra.com/blogs/AlexNichiporchik/20150218/236733/Investors_and_video_games__its_pretty_difficult.php Wed, 18 Feb 2015 01:18:00 EST The Appeal of Hunting Monsters - by Trent Polack http://www.gamasutra.com/blogs/TrentPolack/20150218/236745/The_Appeal_of_Hunting_Monsters.php Business/Marketing,Design,Console/PC Monster Hunter has been an enormous franchise in Japan, but never really found legs in the US. Thankfully, that didn't stop Capcom from publishing it here, and now with Monster Hunter 4 Ultimate, it looks like Capcom have gone all-in with Monster Hunter. http://www.gamasutra.com/blogs/TrentPolack/20150218/236745/The_Appeal_of_Hunting_Monsters.php Wed, 18 Feb 2015 10:53:00 EST How Projects Run Late, in the small - by Brett Douville http://www.gamasutra.com/blogs/BrettDouville/20150217/236489/How_Projects_Run_Late_in_the_small.php Programming,Indie A veteran programmer takes apart a small task that took a bit longer than he expected, and how that reflects game development at large. http://www.gamasutra.com/blogs/BrettDouville/20150217/236489/How_Projects_Run_Late_in_the_small.php Tue, 17 Feb 2015 06:52:00 EST Level design: Doom's "horseshoe" - by Hamish Todd http://www.gamasutra.com/blogs/HamishTodd/20150217/236516/Level_design_Dooms_quothorseshoequot.php Design,Console/PC,Indie A technique in 3D level design I've never seen discussed before, so let's discuss! http://www.gamasutra.com/blogs/HamishTodd/20150217/236516/Level_design_Dooms_quothorseshoequot.php Tue, 17 Feb 2015 06:52:00 EST From Innsmouth, With Love - by Radek Koncewicz http://www.gamasutra.com/blogs/RadekKoncewicz/20150217/236534/From_Innsmouth_With_Love.php Design,Console/PC A look at how three different monstrosities from the Cthulhu Mythos were expertly implemented in Dark Corners of the Earth. http://www.gamasutra.com/blogs/RadekKoncewicz/20150217/236534/From_Innsmouth_With_Love.php Tue, 17 Feb 2015 06:52:00 EST Find Your Focus - by Josh Sutphin http://www.gamasutra.com/blogs/JoshSutphin/20150217/236535/Find_Your_Focus.php Business/Marketing,Design,Indie "Satisfying, best-in-class game feel" is now a key, driving principle of my own studio, Third Helix. And this is exactly what you need: a clear, concise statement of what you stand for that will guide your business for (hopefully) many years to come. http://www.gamasutra.com/blogs/JoshSutphin/20150217/236535/Find_Your_Focus.php Tue, 17 Feb 2015 06:52:00 EST Frozen Cortex: The Art of the Concept - by Paul Kilduff-Taylor http://www.gamasutra.com/blogs/PaulKilduffTaylor/20150217/236582/Frozen_Cortex_The_Art_of_the_Concept.php Business/Marketing,Indie Ahead of its launch on Thursday 19th February, Mode 7's Paul Kilduff-Taylor talks marketing and development lessons from simultaneous-turn-based "Blood Bowl meets Speedball" epic Frozen Cortex http://www.gamasutra.com/blogs/PaulKilduffTaylor/20150217/236582/Frozen_Cortex_The_Art_of_the_Concept.php Tue, 17 Feb 2015 06:52:00 EST Game Maker, Security, and Freedom - by Lars Doucet http://www.gamasutra.com/blogs/LarsDoucet/20150217/236674/Game_Maker_Security_and_Freedom.php Business/Marketing,Design,Programming,Production,Console/PC,Indie The future of GameMaker, Open Source vs. Proprietary solutions, and risk. http://www.gamasutra.com/blogs/LarsDoucet/20150217/236674/Game_Maker_Security_and_Freedom.php Tue, 17 Feb 2015 02:23:00 EST PR Monitor – 2014 in review - by Thomas Bidaux http://www.gamasutra.com/blogs/ThomasBidaux/20150217/236565/PR_Monitor__2014_in_review.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet A look at the past year and the presence of the video games industry actors in the media. http://www.gamasutra.com/blogs/ThomasBidaux/20150217/236565/PR_Monitor__2014_in_review.php Tue, 17 Feb 2015 01:25:00 EST ‘Share Of Voice’ – the most underdiscussed stat in video games? - by Simon Carless http://www.gamasutra.com/blogs/SimonCarless/20150217/236595/Share_Of_Voice__the_most_underdiscussed_stat_in_video_games.php Business/Marketing,Design,Console/PC,Indie,Social/Online,Smartphone/Tablet Why you need to think about 'share of voice' - how many games people are playing monthly - when you make your game, and some thoughts on some of the things you can do to mold your game into a majority share of voice one for gamers. http://www.gamasutra.com/blogs/SimonCarless/20150217/236595/Share_Of_Voice__the_most_underdiscussed_stat_in_video_games.php Tue, 17 Feb 2015 12:29:00 EST If I Were The Gatekeeper - by John Ardussi http://www.gamasutra.com/blogs/JohnArdussi/20150213/236406/If_I_Were_The_Gatekeeper.php It is easy to criticize. It is hard to do. I have criticized the gatekeepers at the game stores for heading towards a day when all games will have to pass a formula before getting approved. Now I am proposing an alternative. http://www.gamasutra.com/blogs/JohnArdussi/20150213/236406/If_I_Were_The_Gatekeeper.php Fri, 13 Feb 2015 02:14:00 EST Game development is f***ing difficult, my thoughts on that Peter Molyneux interview - by Tyler Glaiel http://www.gamasutra.com/blogs/TylerGlaiel/20150213/236471/Game_development_is_fing_difficult_my_thoughts_on_that_Peter_Molyneux_interview.php Business/Marketing,Design,Production,Serious,Indie Rock Paper Shotgun recently posted an interview with Peter Molyneux that made me feel a bit weird and I'd like to explain why http://www.gamasutra.com/blogs/TylerGlaiel/20150213/236471/Game_development_is_fing_difficult_my_thoughts_on_that_Peter_Molyneux_interview.php Fri, 13 Feb 2015 02:02:00 EST Niko’s Predictions for China’s Digital Gaming Industry in 2015 - by Lisa Hanson http://www.gamasutra.com/blogs/LisaHanson/20150212/236274/Nikos_Predictions_for_Chinas_Digital_Gaming_Industry_in_2015.php Business/Marketing,Console/PC,Social/Online,Smartphone/Tablet 2015 will be an exciting time for the multibillion-dollar digital games industry in China. We’re going to see a number of developments in the coming year, including changes in gamer preferences, company ownership patterns, and hardware availability. http://www.gamasutra.com/blogs/LisaHanson/20150212/236274/Nikos_Predictions_for_Chinas_Digital_Gaming_Industry_in_2015.php Thu, 12 Feb 2015 01:29:00 EST Layoffs: enough with the corporate spiel. Be honest. Please. - by Alan Wilson http://www.gamasutra.com/blogs/AlanWilson/20150212/236277/Layoffs_enough_with_the_corporate_spiel_Be_honest_Please.php Business/Marketing,Console/PC Ah, it must be that time of year again. Another set of layoffs and another corporate-speak "statement" that utterly ignores the fact that your (now-ex) employees are being treated with zero respect and care. So I'm going to rant about it. http://www.gamasutra.com/blogs/AlanWilson/20150212/236277/Layoffs_enough_with_the_corporate_spiel_Be_honest_Please.php Thu, 12 Feb 2015 01:29:00 EST City Builder Games: How to manage isometric graphic assets - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20150212/236291/City_Builder_Games_How_to_manage_isometric_graphic_assets.php Design,Art,Social/Online,Smartphone/Tablet This article is about how to manage various types of 2D & 3D files for isometric buildings. It would help you save troubles when you need to edit, and reuse the graphics. http://www.gamasutra.com/blogs/JunxueLi/20150212/236291/City_Builder_Games_How_to_manage_isometric_graphic_assets.php Thu, 12 Feb 2015 01:29:00 EST Tips on Game Balancing - by Alexandre Mandryka http://www.gamasutra.com/blogs/AlexandreMandryka/20150211/236156/Tips_on_Game_Balancing.php Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Game balancing is fascinating for game designers, so much that we often rush to our beloved spreadsheets and forget the big picture. Here are my tips on how to approach game balancing and best support your game vision. http://www.gamasutra.com/blogs/AlexandreMandryka/20150211/236156/Tips_on_Game_Balancing.php Wed, 11 Feb 2015 03:39:00 EST Diversity Drives Success - by Laralyn McWillams http://www.gamasutra.com/blogs/LaralynMcWillams/20150211/236179/Diversity_Drives_Success.php Business/Marketing,Console/PC,Social/Online,Smartphone/Tablet Diversity helps contribute to the success of our games and to the success of our studios. It helps build more creative teams, able to more efficiently solve more complex and varied problems. This isn't speculation: it's backed by research. http://www.gamasutra.com/blogs/LaralynMcWillams/20150211/236179/Diversity_Drives_Success.php Wed, 11 Feb 2015 03:39:00 EST Octodad: Dadliest Catch Post-Mortem Pt. 3: Design - by Kevin Zuhn http://www.gamasutra.com/blogs/KevinZuhn/20150210/235951/Octodad_Dadliest_Catch_PostMortem_Pt_3_Design.php Design,Console/PC,Indie Octodad: Dadliest Catch was as silly and messy to design as it was to play. Learn about the pitfalls and pratfalls that befell the team as they struggled to make it. http://www.gamasutra.com/blogs/KevinZuhn/20150210/235951/Octodad_Dadliest_Catch_PostMortem_Pt_3_Design.php Tue, 10 Feb 2015 12:54:00 EST The Homogenization of the Game Industry - by John Ardussi http://www.gamasutra.com/blogs/JohnArdussi/20150209/235979/The_Homogenization_of_the_Game_Industry.php Business/Marketing,Design,Indie The game industry is again a gated community. Stores require yes votes from the public or approval from a junior business development specialist. This all leads to games only getting through who fit through their hole. Hence games all start to look alike. http://www.gamasutra.com/blogs/JohnArdussi/20150209/235979/The_Homogenization_of_the_Game_Industry.php Mon, 09 Feb 2015 02:28:00 EST A Simpler 3D Level Editor - by Radek Koncewicz http://www.gamasutra.com/blogs/RadekKoncewicz/20150209/236037/A_Simpler_3D_Level_Editor.php Design,Programming,Console/PC,Indie Tips and lessons from creating a custom 3D level editor focused on rapid terrain creation and iteration. http://www.gamasutra.com/blogs/RadekKoncewicz/20150209/236037/A_Simpler_3D_Level_Editor.php Mon, 09 Feb 2015 02:28:00 EST Motivational Boosts to Fitness Behavior Modification - by Sande Chen http://www.gamasutra.com/blogs/SandeChen/20150205/235749/Motivational_Boosts_to_Fitness_Behavior_Modification.php Design,Serious,Social/Online In this article, game designer Sande Chen discusses the use of intrinsic and extrinsic motivators in fitness apps. http://www.gamasutra.com/blogs/SandeChen/20150205/235749/Motivational_Boosts_to_Fitness_Behavior_Modification.php Thu, 05 Feb 2015 01:26:00 EST Road to Indie: A Paradox(ical) experience - by Chris King http://www.gamasutra.com/blogs/ChrisKing/20150205/235771/Road_to_Indie_A_Paradoxical_experience.php Design,Production,Console/PC,Indie I give an account of my experience leaving a large AAA studio (Paradox) to establish a new indie studio and release a game based on my passion about Science Fiction. This is the story of my (and Pontus) journey of discovery in the Road to Indie http://www.gamasutra.com/blogs/ChrisKing/20150205/235771/Road_to_Indie_A_Paradoxical_experience.php Thu, 05 Feb 2015 01:26:00 EST Making 2D game scene art: 2D vs 3D - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20150205/235785/Making_2D_game_scene_art_2D_vs_3D.php Design,Art,Social/Online,Smartphone/Tablet This article is a comprehensive comparison of art quality & cost between 2 major scene art production solutions: 2D and 3D http://www.gamasutra.com/blogs/JunxueLi/20150205/235785/Making_2D_game_scene_art_2D_vs_3D.php Thu, 05 Feb 2015 01:26:00 EST The Aesthetic Flaws of Games - by Chris Bateman http://www.gamasutra.com/blogs/ChrisBateman/20150205/235817/The_Aesthetic_Flaws_of_Games.php Design,Console/PC,Indie What are the ways that a game can manifest aesthetic flaws, and how does this relate to other forms of art? A brief enquiry into rupture, inelegance, and perplexity, three unique aesthetic problems for games. http://www.gamasutra.com/blogs/ChrisBateman/20150205/235817/The_Aesthetic_Flaws_of_Games.php Thu, 05 Feb 2015 01:26:00 EST This Game Kills Fascists - by Soren Johnson http://www.gamasutra.com/blogs/SorenJohnson/20150205/235820/This_Game_Kills_Fascists.php Design,Console/PC,Indie My thoughts on the recent debate over Formalism and game design. http://www.gamasutra.com/blogs/SorenJohnson/20150205/235820/This_Game_Kills_Fascists.php Thu, 05 Feb 2015 01:26:00 EST Octodad: Dadliest Catch Post-Mortem Pt. 2: Production - by Kevin Geisler http://www.gamasutra.com/blogs/KevinGeisler/20150205/235823/Octodad_Dadliest_Catch_PostMortem_Pt_2_Production.php Business/Marketing,Production,Console/PC,Indie Production lessons learned from the creation and release of Octodad: Dadliest Catch. http://www.gamasutra.com/blogs/KevinGeisler/20150205/235823/Octodad_Dadliest_Catch_PostMortem_Pt_2_Production.php Thu, 05 Feb 2015 01:26:00 EST 16 Weeks Later : Signing Mobile Developers - by Matt Powers http://www.gamasutra.com/blogs/MattPowers/20150204/235362/16_Weeks_Later__Signing_Mobile_Developers.php Audio,Business/Marketing,Design,Programming,Production,Art,Serious,Indie,Social/Online,Smartphone/Tablet After 20 years in the console business Matt has embarked into the mobile world. As Senior Producer at Reliance Games he is responsible for external development. In this article Matt outlines the process he uses at Reliance to find mobile developers. http://www.gamasutra.com/blogs/MattPowers/20150204/235362/16_Weeks_Later__Signing_Mobile_Developers.php Wed, 04 Feb 2015 01:54:00 EST Prediction in the Gaming Industry, Part 2: Prediction and Gaming (Or, How to Know Your Players) - by Dmitri Williams http://www.gamasutra.com/blogs/DmitriWilliams/20150204/235660/Prediction_in_the_Gaming_Industry_Part_2_Prediction_and_Gaming_Or_How_to_Know_Your_Players.php Business/Marketing,Console/PC,Smartphone/Tablet This article is the second in a three-part series on prediction and using predictive metrics in the gaming industry. http://www.gamasutra.com/blogs/DmitriWilliams/20150204/235660/Prediction_in_the_Gaming_Industry_Part_2_Prediction_and_Gaming_Or_How_to_Know_Your_Players.php Wed, 04 Feb 2015 01:54:00 EST Virtual mess - by Piotr Trochim http://www.gamasutra.com/blogs/PiotrTrochim/20150204/235736/Virtual_mess.php Programming,Console/PC "What are virtual destructors and virtual constructors for?" Who here hasn't heard that trick question at their job interview, please raise their hand. This innocent little sentence hides a boogey man though, and I'm here to lure it out of the closet. http://www.gamasutra.com/blogs/PiotrTrochim/20150204/235736/Virtual_mess.php Wed, 04 Feb 2015 01:54:00 EST Tabletop Resources for Videogame Developers - by Eddy Boxerman http://www.gamasutra.com/blogs/EddyBoxerman/20150203/235569/Tabletop_Resources_for_Videogame_Developers.php Business/Marketing,Indie The bricks-and-mortar world of tabletop game publishing can be daunting for a videogame developer. As we've delved into the details, we've discovered many a great resource on the web. Here are some of the best we've found. http://www.gamasutra.com/blogs/EddyBoxerman/20150203/235569/Tabletop_Resources_for_Videogame_Developers.php Tue, 03 Feb 2015 01:50:00 EST Studio Size Debate: Think Big or Think Fast? - by Tanya X Short http://www.gamasutra.com/blogs/TanyaXShort/20150202/235501/Studio_Size_Debate_Think_Big_or_Think_Fast.php Business/Marketing,Indie Two indie CEOs compare anxieties, strategies, and solutions to similar business development problems. They debate: What is the best way to keep your studio alive and relevant in today's market? Shoot for the stars or prune your scope? http://www.gamasutra.com/blogs/TanyaXShort/20150202/235501/Studio_Size_Debate_Think_Big_or_Think_Fast.php Mon, 02 Feb 2015 02:37:00 EST Competition Among Developers is Fiercer than Ever and That's Fine - by Robert Boyd http://www.gamasutra.com/blogs/RobertBoyd/20150202/235562/Competition_Among_Developers_is_Fiercer_than_Ever_and_Thats_Fine.php Business/Marketing,Console/PC,Indie How to succeed in a world where everyone's making a video game. http://www.gamasutra.com/blogs/RobertBoyd/20150202/235562/Competition_Among_Developers_is_Fiercer_than_Ever_and_Thats_Fine.php Mon, 02 Feb 2015 02:37:00 EST Video Game Storytelling: From Tutorial to Book, and Back Again - by Evan Skolnick http://www.gamasutra.com/blogs/EvanSkolnick/20150202/235505/Video_Game_Storytelling_From_Tutorial_to_Book_and_Back_Again.php Audio,Design,Programming,Production,Art,Console/PC,Indie,Social/Online,Smartphone/Tablet Game writer and longtime GDC speaker Evan Skolnick shares an excerpt from his new book, Video Game Storytelling: What Every Developer Needs to Know About Narrative Techniques. http://www.gamasutra.com/blogs/EvanSkolnick/20150202/235505/Video_Game_Storytelling_From_Tutorial_to_Book_and_Back_Again.php Mon, 02 Feb 2015 01:25:00 EST Everything is not fine, and that's fine - by Rami Ismail http://www.gamasutra.com/blogs/RamiIsmail/20150202/235517/Everything_is_not_fine_and_thats_fine.php Business/Marketing,Production,Console/PC,Indie,Social/Online,Smartphone/Tablet Vlambeer's Rami Ismail argues that as an industry, we're not doing fine, and it's about time we admit that. http://www.gamasutra.com/blogs/RamiIsmail/20150202/235517/Everything_is_not_fine_and_thats_fine.php Mon, 02 Feb 2015 01:25:00 EST Gathering Sky (formerly Apsis): Audio Journal #2 - by Dren McDonald http://www.gamasutra.com/blogs/DrenMcDonald/20150202/235175/Gathering_Sky_formerly_Apsis_Audio_Journal_2.php Audio,Indie Recording 65 music cues in 2 days with Conservatory musicians in a brand new studio for Gathering Sky (the game formerly known as Apsis)...the preparation and the results. http://www.gamasutra.com/blogs/DrenMcDonald/20150202/235175/Gathering_Sky_formerly_Apsis_Audio_Journal_2.php Mon, 02 Feb 2015 01:21:00 EST Octodad: Dadliest Catch Post-Mortem Pt. 1: Summary - by Phil Tibitoski http://www.gamasutra.com/blogs/PhilTibitoski/20150202/235408/Octodad_Dadliest_Catch_PostMortem_Pt_1_Summary.php Console/PC,Indie Octodad: Dadliest Catch was created by the independent game development studio Young Horses over a span of 2.5 years in Chicago. It's a sequel to the student project Octodad created at DePaul University, and this is the story of its development. http://www.gamasutra.com/blogs/PhilTibitoski/20150202/235408/Octodad_Dadliest_Catch_PostMortem_Pt_1_Summary.php Mon, 02 Feb 2015 01:21:00 EST Initial Experiences with Live User Test for Games - by Johan Hoberg http://www.gamasutra.com/blogs/JohanHoberg/20150202/235529/Initial_Experiences_with_Live_User_Test_for_Games.php Programming,Console/PC,Social/Online,Smartphone/Tablet I have always been interested in Live User Test since I first heard about it, but I have never had the opportunity to try it out until now. This article summarises my initial experience with crowd testing / live user test for finding and reproducing bugs. http://www.gamasutra.com/blogs/JohanHoberg/20150202/235529/Initial_Experiences_with_Live_User_Test_for_Games.php Mon, 02 Feb 2015 01:21:00 EST After the Gold Rush: Competing in today’s App Store - by Ed Biden http://www.gamasutra.com/blogs/EdBiden/20150202/235504/After_the_Gold_Rush_Competing_in_todays_App_Store.php Business/Marketing,Smartphone/Tablet The App Store is no longer the free for all that it was when it launched six and a half years ago. Developers face stiff competition and to succeed must recognise and build on their assets to stand out from the crowd. http://www.gamasutra.com/blogs/EdBiden/20150202/235504/After_the_Gold_Rush_Competing_in_todays_App_Store.php Mon, 02 Feb 2015 01:05:00 EST Nintendo Climbs the Digital Hill - by Matt Matthews http://www.gamasutra.com/blogs/MattMatthews/20150130/235354/Nintendo_Climbs_the_Digital_Hill.php Business/Marketing,Console/PC During calendar 2014, Nintendo generated ¥27.1 billion from digital sales. At current exchange rates, that's over US$225 million, but the more important point is that this represents nearly 11% of the company's software revenue. http://www.gamasutra.com/blogs/MattMatthews/20150130/235354/Nintendo_Climbs_the_Digital_Hill.php Fri, 30 Jan 2015 01:30:00 EST Hardware Revisions Not Stopping Nintendo's Decline - by Matt Matthews http://www.gamasutra.com/blogs/MattMatthews/20150130/235357/Hardware_Revisions_Not_Stopping_Nintendos_Decline.php Business/Marketing,Console/PC Back in 2009 and 2010, it looked like Nintendo had solid control of its handheld market. New models like the DSi then DSi XL and had helped fill the gap when the DS Lite faltered. Regrettably, the 3DS XL and 2DS have done little to buoy the 3DS platform.X http://www.gamasutra.com/blogs/MattMatthews/20150130/235357/Hardware_Revisions_Not_Stopping_Nintendos_Decline.php Fri, 30 Jan 2015 01:30:00 EST Kickstarter in 2014 across all categories - by Thomas Bidaux http://www.gamasutra.com/blogs/ThomasBidaux/20150129/235340/Kickstarter_in_2014_across_all_categories.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet Last year I did a general overview of Kickstarter across all categories for 2013 and now seems like a good time to go through a similar exercise for 2014. This goes wider than just video games but gives better insights on the platform and its health. http://www.gamasutra.com/blogs/ThomasBidaux/20150129/235340/Kickstarter_in_2014_across_all_categories.php Thu, 29 Jan 2015 06:06:00 EST PAX South: Post-Mortem by tinyBuild - by Alex Nichiporchik http://www.gamasutra.com/blogs/AlexNichiporchik/20150129/235264/PAX_South_PostMortem_by_tinyBuild.php Business/Marketing,Console/PC,Indie An in-depth look at what it was like to have a 600sq ft booth with 9 different games during PAX South - with only a handful of people, and while staying in a very high crime-rate area, includes loads of vlogs. http://www.gamasutra.com/blogs/AlexNichiporchik/20150129/235264/PAX_South_PostMortem_by_tinyBuild.php Thu, 29 Jan 2015 02:06:00 EST How much do indie PC devs make, anyways? (Part 6) - by David Galindo http://www.gamasutra.com/blogs/DavidGalindo/20150129/235301/How_much_do_indie_PC_devs_make_anyways_Part_6.php Business/Marketing,Design,Production,Console/PC,Indie,Smartphone/Tablet Winding down the 2 1/2 year launch of Cook, Serve, Delicious, with two new expansions and bundles, and looking at all the sales data up to this point across PC and mobile. http://www.gamasutra.com/blogs/DavidGalindo/20150129/235301/How_much_do_indie_PC_devs_make_anyways_Part_6.php Thu, 29 Jan 2015 02:06:00 EST ESCALATE! Creating a user generated chain story – A GGJ15 Post Mortem - by Daniel Helbig http://www.gamasutra.com/blogs/DanielHelbig/20150128/235213/ESCALATE_Creating_a_user_generated_chain_story__A_GGJ15_Post_Mortem.php Business/Marketing,Design,Indie For this years GGJ15 I created a user-generated interactive chain story called ESCALATE! - a game for which development I had to sail far out of my normal comfort zone. http://www.gamasutra.com/blogs/DanielHelbig/20150128/235213/ESCALATE_Creating_a_user_generated_chain_story__A_GGJ15_Post_Mortem.php Wed, 28 Jan 2015 02:07:00 EST Trailer Trouble: Dealing with Pixel Art Backlash - by Brandon Sheffield http://www.gamasutra.com/blogs/BrandonSheffield/20150128/235189/Trailer_Trouble_Dealing_with_Pixel_Art_Backlash.php Console/PC,Indie,Social/Online Two days ago, we released our first "big" trailer. It got a lot of views, but a very vocal minority downvoted it, and got extremely mad about our use of pixel art. Here are some of our learnings from the experience. http://www.gamasutra.com/blogs/BrandonSheffield/20150128/235189/Trailer_Trouble_Dealing_with_Pixel_Art_Backlash.php Wed, 28 Jan 2015 05:27:00 EST Game jams, and the difference between hacking and engineering - by Wendelin Reich http://www.gamasutra.com/blogs/WendelinReich/20150127/235093/Game_jams_and_the_difference_between_hacking_and_engineering.php Programming,Console/PC,Indie Hackers vs. engineers - which is better? I learned a lesson about the absurdity of this question during the GGJ '15. I developed a hack which made me blush at first, but which turned out to be much simpler than a solidly engineered solution. http://www.gamasutra.com/blogs/WendelinReich/20150127/235093/Game_jams_and_the_difference_between_hacking_and_engineering.php Tue, 27 Jan 2015 01:29:00 EST