Gamasutra.com - Expert Blogs http://www.gamasutra.com/blogs/expert/ Gamasutra Blogs Mon, 21 Apr 2014 12:40:54 EDT en-us scarless@think-services.com (Simon Carless) Using Scrum in “Real World” Game Production - by Harvard Bonin http://www.gamasutra.com/blogs/HarvardBonin/20140419/215829/Using_Scrum_in_Real_World_Game_Production.php Audio,Design,Programming,Production,Art,Console/PC,Smartphone/Tablet There are plenty of methodologies producers and project managers can utilize in game making. One very popular method is Scrum. So why does it drive so many game makers crazy? Is it the method or the implementation? http://www.gamasutra.com/blogs/HarvardBonin/20140419/215829/Using_Scrum_in_Real_World_Game_Production.php Sat, 19 Apr 2014 12:34:00 EDT Design Precepts - by E McNeill http://www.gamasutra.com/blogs/EMcNeill/20140418/215761/Design_Precepts.php Design,Indie A game designer's code. http://www.gamasutra.com/blogs/EMcNeill/20140418/215761/Design_Precepts.php Fri, 18 Apr 2014 03:04:00 EDT An Algorithm for Discovering "Hidden Gems" - by Lars Doucet http://www.gamasutra.com/blogs/LarsDoucet/20140417/215732/An_Algorithm_for_Discovering_quotHidden_Gemsquot.php Business/Marketing,Console/PC,Indie What if there was a way to mathematically detect games that have a lot of interest from a small niche, but haven't gotten the wider exposure they deserve yet? http://www.gamasutra.com/blogs/LarsDoucet/20140417/215732/An_Algorithm_for_Discovering_quotHidden_Gemsquot.php Thu, 17 Apr 2014 01:51:00 EDT Cult County Kickstarter: Funded Success or Public Failure? - by Jools Watsham http://www.gamasutra.com/blogs/JoolsWatsham/20140417/215698/Cult_County_Kickstarter_Funded_Success_or_Public_Failure.php Business/Marketing,Production,Console/PC,Indie Renegade Kid's co-founder, Jools Watsham, writes an honest and open account about their Cult County Kickstarter campaign's journey so far. With 14 days left, this midway account is a stepping stone towards either funded success or public failure. http://www.gamasutra.com/blogs/JoolsWatsham/20140417/215698/Cult_County_Kickstarter_Funded_Success_or_Public_Failure.php Thu, 17 Apr 2014 01:05:00 EDT Can we learn anything from strange old adventure games? - by Leigh Alexander http://www.gamasutra.com/blogs/LeighAlexander/20140417/215707/Can_we_learn_anything_from_strange_old_adventure_games.php Audio,Design,Programming,Art,Console/PC My new video series, "Lo Fi Let's Plays," focuses on using a familiar video format to look at unfamiliar or vintage game content. Can we learn from the Apple II era? Who knows, but it's fun! http://www.gamasutra.com/blogs/LeighAlexander/20140417/215707/Can_we_learn_anything_from_strange_old_adventure_games.php Thu, 17 Apr 2014 12:54:00 EDT The Collectables monetization analysis - by Ethan Levy http://www.gamasutra.com/blogs/EthanLevy/20140417/215696/The_Collectables_monetization_analysis.php Business/Marketing,Design,Smartphone/Tablet Despite Crytec pedigree, high-end visuals, core gameplay and Mobage integration, The Collectables has not made a major impact on the iOS charts. In this post, F2P expert Levy analyzes the design issues negatively impacting monetization and retention. http://www.gamasutra.com/blogs/EthanLevy/20140417/215696/The_Collectables_monetization_analysis.php Thu, 17 Apr 2014 11:28:00 EDT Improving Freemium Design - Cardinal Quest II - by Benjamin Sipe http://www.gamasutra.com/blogs/BenjaminSipe/20140417/215638/Improving_Freemium_Design__Cardinal_Quest_II.php Business/Marketing,Design,Indie,Smartphone/Tablet I love RPGs, I love mobile gaming and I love F2P games. Do I love Cardinal Quest 2? Let's take a look at what works and what doesn't in this edition of Improving Freemium Design. http://www.gamasutra.com/blogs/BenjaminSipe/20140417/215638/Improving_Freemium_Design__Cardinal_Quest_II.php Thu, 17 Apr 2014 12:14:00 EDT Cutting Room Critique #3: Top Indie Game Trailers of Mar-April 2014 - by Kert Gartner http://www.gamasutra.com/blogs/KertGartner/20140415/215333/Cutting_Room_Critique_3_Top_Indie_Game_Trailers_of_MarApril_2014.php Business/Marketing,Console/PC,Indie Every two months I'm rounding up some of the best indie game trailers and discussing what I think makes them good or bad, and effective or ineffective in marketing their respective game. http://www.gamasutra.com/blogs/KertGartner/20140415/215333/Cutting_Room_Critique_3_Top_Indie_Game_Trailers_of_MarApril_2014.php Tue, 15 Apr 2014 11:54:00 EDT Developer Interview - Star Trux - by Matt Powers http://www.gamasutra.com/blogs/MattPowers/20140415/213254/Developer_Interview__Star_Trux.php Business/Marketing,Design,Programming,Production,Art,Smartphone/Tablet Star Trux is recently release iOS game. Two of the 3 people on the team started in the video game business over 30 years ago. This article asks questions from the team about how they made Star Trux and welcomes the community to ask their own questions. http://www.gamasutra.com/blogs/MattPowers/20140415/213254/Developer_Interview__Star_Trux.php Tue, 15 Apr 2014 01:49:00 EDT WRITING HOT MEN FOR GAMES? Yes, please. - by Jane Jensen http://www.gamasutra.com/blogs/JaneJensen/20140414/215473/WRITING_HOT_MEN_FOR_GAMES_Yes_please.php Design,Console/PC,Indie What makes a male lead character 'hot' to women players, and why would you, as a game designer, want to go there? Includes a mini analysis of some of the male characters in my games. http://www.gamasutra.com/blogs/JaneJensen/20140414/215473/WRITING_HOT_MEN_FOR_GAMES_Yes_please.php Mon, 14 Apr 2014 10:43:00 EDT School of Dragons: Inside Look Into An Evolving Game - by Christopher Williams http://www.gamasutra.com/blogs/ChristopherWilliams/20140414/215470/School_of_Dragons_Inside_Look_Into_An_Evolving_Game.php Design,Production,Art,Social/Online,Smartphone/Tablet School of Dragons is an epic 3D MMORPG based on the DreamWorks Animation “How to Train Your Dragon” franchise. This article gives you an inside look into the game’s development process, so read on for more details. http://www.gamasutra.com/blogs/ChristopherWilliams/20140414/215470/School_of_Dragons_Inside_Look_Into_An_Evolving_Game.php Mon, 14 Apr 2014 07:46:00 EDT 6 tips to make your backlog lean - by Samuel Rantaeskola http://www.gamasutra.com/blogs/SamuelRantaeskola/20140414/215425/6_tips_to_make_your_backlog_lean.php Production,Console/PC,Serious,Social/Online A large backlog is a problem. A fat backlog will impede innovation and cause a frustration. Is our ability to generate ideas paradoxically one of the biggest impediments for new ideas? http://www.gamasutra.com/blogs/SamuelRantaeskola/20140414/215425/6_tips_to_make_your_backlog_lean.php Mon, 14 Apr 2014 10:56:00 EDT Game Novels 2: The Gladiator - by Greg Costikyan http://www.gamasutra.com/blogs/GregCostikyan/20140413/215276/Game_Novels_2_The_Gladiator.php Design The Gladiator posits that games can be a subversive tool to undermine authoritarian societies. http://www.gamasutra.com/blogs/GregCostikyan/20140413/215276/Game_Novels_2_The_Gladiator.php Sun, 13 Apr 2014 02:21:00 EDT The Future of Being a Video Game Producer - by Harvard Bonin http://www.gamasutra.com/blogs/HarvardBonin/20140412/215368/The_Future_of_Being_a_Video_Game_Producer.php Production,Console/PC Video game production has been an undefined and a misunderstood craft within our business. How can we, as producers, strive to improve our craft? This article discusses ideas on this topic. http://www.gamasutra.com/blogs/HarvardBonin/20140412/215368/The_Future_of_Being_a_Video_Game_Producer.php Sat, 12 Apr 2014 03:29:00 EDT alt.ctrl.discuss: Please Don't, Spacedog! is Oculus VR immersion done right - by John Polson http://www.gamasutra.com/blogs/JohnPolson/20140411/215350/altctrldiscuss_Please_Dont_Spacedog_is_Oculus_VR_immersion_done_right.php Design,Console/PC,Indie,VR "Everyone else is doing immersion wrong," says Please Don't, Spacedog! developer KO-OP Mode. They used the Oculus and a MIDI device to put players somewhere new, and it was a big hit at alt.ctrl.GDC last month. http://www.gamasutra.com/blogs/JohnPolson/20140411/215350/altctrldiscuss_Please_Dont_Spacedog_is_Oculus_VR_immersion_done_right.php Fri, 11 Apr 2014 05:14:00 EDT Calling All Developers -- Two Important Surveys For You! - by Wanda Meloni http://www.gamasutra.com/blogs/WandaMeloni/20140411/215331/Calling_All_Developers__Two_Important_Surveys_For_You.php Business/Marketing,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet There are two important surveys running right now - one is focused on development trends, platforms, and tools; the other is focused on developer job satisfaction and quality of life issues. We are looking for your support and feedback. http://www.gamasutra.com/blogs/WandaMeloni/20140411/215331/Calling_All_Developers__Two_Important_Surveys_For_You.php Fri, 11 Apr 2014 03:13:00 EDT Just Say No to Employment Tests - by Stephen Dinehart http://www.gamasutra.com/blogs/StephenDinehart/20140411/215334/Just_Say_No_to_Employment_Tests.php Audio,Design,Programming,Art Want to start a revolution? What if your talent was judged by your portfolio instead? http://www.gamasutra.com/blogs/StephenDinehart/20140411/215334/Just_Say_No_to_Employment_Tests.php Fri, 11 Apr 2014 02:34:00 EDT Story in games, what we can learn from other story telling media - by Xing Wang http://www.gamasutra.com/blogs/XingWang/20140411/215324/Story_in_games_what_we_can_learn_from_other_story_telling_media.php Design,Production,Social/Online,Smartphone/Tablet The importance of story in games is often controversial, especially in F2P games/GaaS. The decision of adding stories or not to a F2P game often pits designers against Product Managers (PM’s) on the same team and data vs. intuition. http://www.gamasutra.com/blogs/XingWang/20140411/215324/Story_in_games_what_we_can_learn_from_other_story_telling_media.php Fri, 11 Apr 2014 11:33:00 EDT All the Boring Bits of Paperwork you have to do as an Indie Developer - by Dan Marshall http://www.gamasutra.com/blogs/DanMarshall/20140411/215303/All_the_Boring_Bits_of_Paperwork_you_have_to_do_as_an_Indie_Developer.php Business/Marketing,Production,Indie Being an indie dev is brilliant and fun, but there's always dull paperwork to do. Here's what to expect, and how to get it done sharpish. http://www.gamasutra.com/blogs/DanMarshall/20140411/215303/All_the_Boring_Bits_of_Paperwork_you_have_to_do_as_an_Indie_Developer.php Fri, 11 Apr 2014 06:50:00 EDT Visualizing Dynamic Behavior Flow - by anders drachen http://www.gamasutra.com/blogs/AndersDrachen/20140410/215252/Visualizing_Dynamic_Behavior_Flow.php Business/Marketing,Design,Production,Console/PC,Social/Online,Smartphone/Tablet An important challenge in analytics is to make results accessible. Here we describe the process of developing a method for generating behavioral profiles of players, and visualizing how players migrate between profiles over time. http://www.gamasutra.com/blogs/AndersDrachen/20140410/215252/Visualizing_Dynamic_Behavior_Flow.php Thu, 10 Apr 2014 04:17:00 EDT Difficult Identities - by Michael Fitch http://www.gamasutra.com/blogs/MichaelFitch/20140410/215244/Difficult_Identities.php Design,Social/Online Digital mediation of identity can be challenging, but it is changing the dynamics of how others know us as well as how we know ourselves. http://www.gamasutra.com/blogs/MichaelFitch/20140410/215244/Difficult_Identities.php Thu, 10 Apr 2014 02:14:00 EDT The "1 Turn = 1 Year of Life" Rule in Hero Generations - by Scott Brodie http://www.gamasutra.com/blogs/ScottBrodie/20140410/215240/The_quot1_Turn__1_Year_of_Lifequot_Rule_in_Hero_Generations.php Design,Console/PC,Indie A common concern about the Hero Generations concept is that the "1 Turn = 1 Year of Life" rule in Hero Generations feels limiting. This article explains how the rule came about and why it leads to long term fun, thoughtful, and strategic gameplay. http://www.gamasutra.com/blogs/ScottBrodie/20140410/215240/The_quot1_Turn__1_Year_of_Lifequot_Rule_in_Hero_Generations.php Thu, 10 Apr 2014 01:39:00 EDT Postmortem: Shadow Blade - by Amir H Fassihi http://www.gamasutra.com/blogs/AmirHFassihi/20140410/215190/Postmortem_Shadow_Blade.php Business/Marketing,Design,Programming,Production,Art,Indie,Smartphone/Tablet Shadow Blade is an action platformer for the mobile devices that was released this January. The following is a postmortem about the main challenges during the development of this game. http://www.gamasutra.com/blogs/AmirHFassihi/20140410/215190/Postmortem_Shadow_Blade.php Thu, 10 Apr 2014 04:58:00 EDT Crunch: It's All Your Fault - by Benjamin Quintero http://www.gamasutra.com/blogs/BenjaminQuintero/20140409/215163/Crunch_Its_All_Your_Fault.php Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet who is to blame for crunch? http://www.gamasutra.com/blogs/BenjaminQuintero/20140409/215163/Crunch_Its_All_Your_Fault.php Wed, 09 Apr 2014 05:24:00 EDT Why Oculus is the Apple of VR - by Sebastien Kuntz http://www.gamasutra.com/blogs/SebastienKuntz/20140408/214934/Why_Oculus_is_the_Apple_of_VR.php Business/Marketing,Console/PC,Indie,VR Most new HMDs do not provide a compelling VR experience because they focus on technical specs. Oculus, following Apple's example, succeeds as a true VR company because they control all the pieces of hardware and know what a good user experience is. http://www.gamasutra.com/blogs/SebastienKuntz/20140408/214934/Why_Oculus_is_the_Apple_of_VR.php Tue, 08 Apr 2014 05:46:00 EDT Working with a licensor - by Matt Powers http://www.gamasutra.com/blogs/MattPowers/20140408/214253/Working_with_a_licensor.php Audio,Business/Marketing,Design,Programming,Production,Art,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet One of the challenges that can come with game development is working with a licensor. In this article Matt provides tips from his 20+ years experience. Included are things to watch for and to keep in mind when working with a licensor. http://www.gamasutra.com/blogs/MattPowers/20140408/214253/Working_with_a_licensor.php Tue, 08 Apr 2014 02:01:00 EDT Feature Boards - by Clinton Keith http://www.gamasutra.com/blogs/ClintonKeith/20140407/214950/Feature_Boards.php Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Feature Boards often work better than Task Boards for game teams using agile. http://www.gamasutra.com/blogs/ClintonKeith/20140407/214950/Feature_Boards.php Mon, 07 Apr 2014 05:50:00 EDT Re-Imagining the Sound of Pre-School Games - by Rob Bridgett http://www.gamasutra.com/blogs/RobBridgett/20140405/208210/ReImagining_the_Sound_of_PreSchool_Games.php Audio,Design,Production,Indie,Smartphone/Tablet This is a brief post-mortem on how the development team at Clockwork Fox Studios approached sound in the pre-school math title – Zorbit’s Math Adventure (iOS / Android). http://www.gamasutra.com/blogs/RobBridgett/20140405/208210/ReImagining_the_Sound_of_PreSchool_Games.php Sat, 05 Apr 2014 06:53:00 EDT Monster Monpiece: What the hell? - by Christian Nutt http://www.gamasutra.com/blogs/ChristianNutt/20140404/214831/Monster_Monpiece_What_the_hell.php Business/Marketing,Console/PC Monster Monpiece is a Japanese trading card game for the Vita that had to be censored for U.S. release. I ponder what the moe phenomenon is doing to JRPGs, and speak to the publisher to find out about the game and its audience. http://www.gamasutra.com/blogs/ChristianNutt/20140404/214831/Monster_Monpiece_What_the_hell.php Fri, 04 Apr 2014 10:08:00 EDT Simulation Sickness and VR - What is it, and what can developers and players do to reduce it? - by Ben Lewis-Evans http://www.gamasutra.com/blogs/BenLewisEvans/20140404/214732/Simulation_Sickness_and_VR__What_is_it_and_what_can_developers_and_players_do_to_reduce_it.php Design,Console/PC,Indie This article aims to lay out what the current science has to say about simulation sickness in VR, what it is, why it occurs, and what developers and players can do about it. http://www.gamasutra.com/blogs/BenLewisEvans/20140404/214732/Simulation_Sickness_and_VR__What_is_it_and_what_can_developers_and_players_do_to_reduce_it.php Fri, 04 Apr 2014 08:26:00 EDT Games M&A smashes >$5B record in Q1 2014 - by Tim Merel http://www.gamasutra.com/blogs/TimMerel/20140404/214739/Games_MA_smashes_5B_record_in_Q1_2014.php Business/Marketing,Smartphone/Tablet Games M&A smashed a record >$5B in the three months to March 2014, after the prior full year record of $5.6B in 2013, as detailed in Digi-Capital's latest report (www.digi-capital.com/reports) http://www.gamasutra.com/blogs/TimMerel/20140404/214739/Games_MA_smashes_5B_record_in_Q1_2014.php Fri, 04 Apr 2014 04:51:00 EDT 310 Days in Purgatory - by David Gallant http://www.gamasutra.com/blogs/DavidGallant/20140403/214707/310_Days_in_Purgatory.php Business/Marketing,Console/PC,Indie I Get This Call Every Day was just greenlit for Steam. So why am I not excited? http://www.gamasutra.com/blogs/DavidGallant/20140403/214707/310_Days_in_Purgatory.php Thu, 03 Apr 2014 10:35:00 EDT A Simple Test of Leadership - by Keith Fuller http://www.gamasutra.com/blogs/KeithFuller/20140403/214697/A_Simple_Test_of_Leadership.php Business/Marketing,Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Here are five questions I use to get a ballpark estimate of leadership quality at a company. http://www.gamasutra.com/blogs/KeithFuller/20140403/214697/A_Simple_Test_of_Leadership.php Thu, 03 Apr 2014 04:26:00 EDT The Design Philosophy of Hero Generations - by Scott Brodie http://www.gamasutra.com/blogs/ScottBrodie/20140403/214232/The_Design_Philosophy_of_Hero_Generations.php Design,Serious,Indie When I started designing Hero Generations, my goal was to build a game that would allow players to feel a complex set of emotions I had experienced. Early on, I wrote this summary of how I planned to achieve this aesthetic experience in the game. http://www.gamasutra.com/blogs/ScottBrodie/20140403/214232/The_Design_Philosophy_of_Hero_Generations.php Thu, 03 Apr 2014 09:57:00 EDT Do You Play Games All Day? - by Matt Powers http://www.gamasutra.com/blogs/MattPowers/20140402/214585/Do_You_Play_Games_All_Day.php Business/Marketing,Production,Serious Matt Powers tries to demystify what a producer is and gives his quick definition. http://www.gamasutra.com/blogs/MattPowers/20140402/214585/Do_You_Play_Games_All_Day.php Wed, 02 Apr 2014 09:58:00 EDT How to Survive a Game-Dev Event (for Indies that Pay Rent) - by Tanya X Short http://www.gamasutra.com/blogs/TanyaXShort/20140402/214132/How_to_Survive_a_GameDev_Event_for_Indies_that_Pay_Rent.php Business/Marketing,Production,Indie There's a lot of pressure in walking the line between art and business, and it comes into focus during conferences. One paycheck-aware indie speaks openly about her experiences, mistakes, and learnings from GDC 2014. http://www.gamasutra.com/blogs/TanyaXShort/20140402/214132/How_to_Survive_a_GameDev_Event_for_Indies_that_Pay_Rent.php Wed, 02 Apr 2014 12:25:00 EDT Nobuo Uematsu to work on Defender's Quest 2 - by Lars Doucet http://www.gamasutra.com/blogs/LarsDoucet/20140402/214527/Nobuo_Uematsu_to_work_on_Defenders_Quest_2.php Business/Marketing,Design,Console/PC,Indie Legendary Final Fantasy composer Nobuo Uematsu will compose the main theme of Defender's Quest 2: Mists of Ruin. Details inside. http://www.gamasutra.com/blogs/LarsDoucet/20140402/214527/Nobuo_Uematsu_to_work_on_Defenders_Quest_2.php Wed, 02 Apr 2014 11:03:00 EDT What’s next for Kingdom Come: Deliverance - by Daniel Vavra http://www.gamasutra.com/blogs/DanielVavra/20140402/214506/Whats_next_for_Kingdom_Come_Deliverance.php Business/Marketing,Production,Console/PC,Indie It’s over a month since our Kickstarter campaign ended and we’ve been keeping a bit quiet. Everyone is probably curious what we’re up to now. So here I am to tell you what our plans are for the upcoming months. http://www.gamasutra.com/blogs/DanielVavra/20140402/214506/Whats_next_for_Kingdom_Come_Deliverance.php Wed, 02 Apr 2014 07:47:00 EDT The Gender Cocktail. Part II: Big chests and little waists? - by Dmitri Williams http://www.gamasutra.com/blogs/DmitriWilliams/20140401/214458/The_Gender_Cocktail_Part_II_Big_chests_and_little_waists.php Part I of this looked at gender representations and found that they were heavily skewed male. In this installment, I’ll share the visuals for some context. We now know that females are underrepresented, but when they do show up, how are they represented? http://www.gamasutra.com/blogs/DmitriWilliams/20140401/214458/The_Gender_Cocktail_Part_II_Big_chests_and_little_waists.php Tue, 01 Apr 2014 05:52:00 EDT Stepped on a Narrative LEGO - by Krystian Majewski http://www.gamasutra.com/blogs/KrystianMajewski/20140401/214427/Stepped_on_a_Narrative_LEGO.php Design,Art,Console/PC,Indie Bioshock developer Ken Levine held a talk at this year's GDC titled "Narrative Legos". He drafted a proposal for a procedural NPC relationship system. How does his proposal differ from existing systems and what are actually the problems with them. http://www.gamasutra.com/blogs/KrystianMajewski/20140401/214427/Stepped_on_a_Narrative_LEGO.php Tue, 01 Apr 2014 02:22:00 EDT A warning about contracts from the sidelines of the most expensive gamejam in history - by Rami Ismail http://www.gamasutra.com/blogs/RamiIsmail/20140401/214432/A_warning_about_contracts_from_the_sidelines_of_the_most_expensive_gamejam_in_history.php Business/Marketing,Production,Indie Vlambeers' Rami Ismail describes his part as some sort of legal advisor during the GAME_JAM story, as he watched an event with great potential turn into the most expensive trainwreck in gamejam history & explains things you should know about contracts. http://www.gamasutra.com/blogs/RamiIsmail/20140401/214432/A_warning_about_contracts_from_the_sidelines_of_the_most_expensive_gamejam_in_history.php Tue, 01 Apr 2014 12:45:00 EDT Oh! The Places I've Been! - by Matt Powers http://www.gamasutra.com/blogs/MattPowers/20140401/214271/Oh_The_Places_Ive_Been.php Business/Marketing,Production,Serious Video game producers are known for their travel to visit developers, attend trade shows, and more. Travel is part of the job of the producer. Video game producer Matt Powers shares stories from some of his more interesting adventures on the road. http://www.gamasutra.com/blogs/MattPowers/20140401/214271/Oh_The_Places_Ive_Been.php Tue, 01 Apr 2014 02:03:00 EDT "GAME_JAM" and the Power of Integrity - by Robin Arnott http://www.gamasutra.com/blogs/RobinArnott/20140331/214349/quotGAMEJAMquot_and_the_Power_of_Integrity.php Business/Marketing,Production,Indie The "GAME_JAM" disaster is not just the story of one man's misogyny destroying months of hard work. It is also the story of eleven game developers who deliberately killed something ugly. http://www.gamasutra.com/blogs/RobinArnott/20140331/214349/quotGAMEJAMquot_and_the_Power_of_Integrity.php Mon, 31 Mar 2014 03:25:00 EDT Let's talk about accountability - by Adriel Wallick http://www.gamasutra.com/blogs/AdrielWallick/20140331/214258/Lets_talk_about_accountability.php Business/Marketing,Serious,Indie This is a cautionary tale of accountability and toxic environments. http://www.gamasutra.com/blogs/AdrielWallick/20140331/214258/Lets_talk_about_accountability.php Mon, 31 Mar 2014 03:21:00 EDT Unreality: My Takeaways After Being On and Subsequently Walking Off a Reality Show About Game Jams. - by Zoe Quinn http://www.gamasutra.com/blogs/ZoeQuinn/20140331/214325/Unreality_My_Takeaways_After_Being_On_and_Subsequently_Walking_Off_a_Reality_Show_About_Game_Jams.php Serious,Indie I agreed to do a show about game jams, hoping to make a short game with friends. What that ended up being was something completely different. I contractually can't talk about what happened, but I can share what I learned from the experience. http://www.gamasutra.com/blogs/ZoeQuinn/20140331/214325/Unreality_My_Takeaways_After_Being_On_and_Subsequently_Walking_Off_a_Reality_Show_About_Game_Jams.php Mon, 31 Mar 2014 03:21:00 EDT Commercially Viable Design on Mobile - by Ted Brown http://www.gamasutra.com/blogs/TedBrown/20140331/214321/Commercially_Viable_Design_on_Mobile.php Design,Indie,Smartphone/Tablet How should commercially-focused designers approach the mobile space? This article suggests starting with the interface, using explanations and examples to describe why. http://www.gamasutra.com/blogs/TedBrown/20140331/214321/Commercially_Viable_Design_on_Mobile.php Mon, 31 Mar 2014 01:07:00 EDT Why ‘Worse is Better’ for Early Access Games - by Stuart Scott http://www.gamasutra.com/blogs/StuartScott/20140329/214248/Why_Worse_is_Better_for_Early_Access_Games.php Business/Marketing,Indie How Richard P. Gabriel’s concepts of 'Worse is Better' can be applied to Early Access Games to explain the growing trend of these releases on Steam. http://www.gamasutra.com/blogs/StuartScott/20140329/214248/Why_Worse_is_Better_for_Early_Access_Games.php Sat, 29 Mar 2014 12:21:00 EDT How to Design Brillo Point and Click Adventure Game Puzzles - by Dan Marshall http://www.gamasutra.com/blogs/DanMarshall/20140328/214187/How_to_Design_Brillo_Point_and_Click_Adventure_Game_Puzzles.php Design,Indie Sit back, relax, and let idiot game designer Dan Marshall talk you through his special recipe for making Point n' Click Adventure Game puzzles. http://www.gamasutra.com/blogs/DanMarshall/20140328/214187/How_to_Design_Brillo_Point_and_Click_Adventure_Game_Puzzles.php Fri, 28 Mar 2014 10:51:00 EDT Cat vs. Aliens — Postmortem - by Trent Polack http://www.gamasutra.com/blogs/TrentPolack/20140327/214115/Cat_vs_Aliens_Postmortem.php Design,Programming,Production,Art,Indie,Smartphone/Tablet The story of one Creative Director from Team Chaos and one Illustrator from Chaotic Moon Studios teaming up to make a game about a telekinetic cat that harnesses his psychic powers to help defend humanity from glorby blobby aliens and brain creatures. http://www.gamasutra.com/blogs/TrentPolack/20140327/214115/Cat_vs_Aliens_Postmortem.php Thu, 27 Mar 2014 03:35:00 EDT Can FTP have pay-to-progress without pay walls? - by Josh Foreman http://www.gamasutra.com/blogs/JoshForeman/20140327/214005/Can_FTP_have_paytoprogress_without_pay_walls.php Business/Marketing,Design,Indie,Smartphone/Tablet An examination and open question about difficulty spikes in Free-To-Play games http://www.gamasutra.com/blogs/JoshForeman/20140327/214005/Can_FTP_have_paytoprogress_without_pay_walls.php Thu, 27 Mar 2014 01:43:00 EDT Defender's Quest 2 March Update - by Lars Doucet http://www.gamasutra.com/blogs/LarsDoucet/20140327/213985/Defenders_Quest_2_March_Update.php Business/Marketing,Design,Programming,Production,Console/PC,Indie Some recent developments for our next game, Defender's Quest 2. http://www.gamasutra.com/blogs/LarsDoucet/20140327/213985/Defenders_Quest_2_March_Update.php Thu, 27 Mar 2014 11:05:00 EDT How to Speak Engineer - by Andrew Grapsas http://www.gamasutra.com/blogs/AndrewGrapsas/20140327/214041/How_to_Speak_Engineer.php Business/Marketing,Programming,Production As a non-technical person, how do you begin building a relationship with and speaking to an engineer? Here I outline a few simple exercises and considerations when building a relationship between tech and non-tech. http://www.gamasutra.com/blogs/AndrewGrapsas/20140327/214041/How_to_Speak_Engineer.php Thu, 27 Mar 2014 08:32:00 EDT To What Extent Are Videogames Games? - by Nick Halme http://www.gamasutra.com/blogs/NickHalme/20140327/214015/To_What_Extent_Are_Videogames_Games.php Design What's so game-like about videogames? Are videogames simply anything we find fun, as long as it's on a computer? Interactive movies? Digital roller coasters? Where is the game in videogames - and why should anyone care about the answer? http://www.gamasutra.com/blogs/NickHalme/20140327/214015/To_What_Extent_Are_Videogames_Games.php Thu, 27 Mar 2014 12:06:00 EDT Musings on the Oculus Sale - by Raph Koster http://www.gamasutra.com/blogs/RaphKoster/20140326/213997/Musings_on_the_Oculus_Sale.php Business/Marketing Yes, gamers are upset about the sale of Oculus to Facebook. But the long-term arc of Oculus isn't aiming at games. And the rendering tech was never going to be where the action really was. http://www.gamasutra.com/blogs/RaphKoster/20140326/213997/Musings_on_the_Oculus_Sale.php Wed, 26 Mar 2014 07:19:00 EDT Under the Covers: Why Game Melodies Won’t Let Go - by Winifred Phillips http://www.gamasutra.com/blogs/WinifredPhillips/20140326/213971/Under_the_Covers_Why_Game_Melodies_Wont_Let_Go.php Audio,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet This excerpt from my book A Composer's Guide to Game Music, published this month by The MIT Press, explores some of the powerful psychological effects of hearing music during gameplay. http://www.gamasutra.com/blogs/WinifredPhillips/20140326/213971/Under_the_Covers_Why_Game_Melodies_Wont_Let_Go.php Wed, 26 Mar 2014 02:08:00 EDT Lovers in a Dangerous Spacetime DevLog #9: Pausing Without Pausing - by Adam Winkels http://www.gamasutra.com/blogs/AdamWinkels/20140326/213972/Lovers_in_a_Dangerous_Spacetime_DevLog_9_Pausing_Without_Pausing.php Programming,Console/PC,Indie How to keep animations, particle systems and coroutines running in Unity while your game is paused. http://www.gamasutra.com/blogs/AdamWinkels/20140326/213972/Lovers_in_a_Dangerous_Spacetime_DevLog_9_Pausing_Without_Pausing.php Wed, 26 Mar 2014 02:04:00 EDT Why Facebook Buying Oculus Is Positive - by Alistair Doulin http://www.gamasutra.com/blogs/AlistairDoulin/20140326/213923/Why_Facebook_Buying_Oculus_Is_Positive.php Business/Marketing,Console/PC,Social/Online,VR Facebook just announced they will be acquiring Oculus for $2B. The internet is ablaze with almost unanimous displeasure about this announcement and I’d like to dig into why, despite an initial surprised reaction, I am happy about this acquisition. http://www.gamasutra.com/blogs/AlistairDoulin/20140326/213923/Why_Facebook_Buying_Oculus_Is_Positive.php Wed, 26 Mar 2014 06:51:00 EDT Analysing Auctions: The Case of Glitch - by anders drachen http://www.gamasutra.com/blogs/AndersDrachen/20140326/213907/Analysing_Auctions_The_Case_of_Glitch.php Business/Marketing,Design,Indie,Social/Online In this post we dig into the centre of the in-game economy of the endearing browser-based MMORPG Glitch: the auction house and NPC vendors. We describe how players used the auction house and the design lessons we learned. http://www.gamasutra.com/blogs/AndersDrachen/20140326/213907/Analysing_Auctions_The_Case_of_Glitch.php Wed, 26 Mar 2014 05:12:00 EDT Oculus & Facebook: Probably Not So Bad, So Maybe You Could Stop Freaking Out About It - by E McNeill http://www.gamasutra.com/blogs/EMcNeill/20140326/213904/Oculus__Facebook_Probably_Not_So_Bad_So_Maybe_You_Could_Stop_Freaking_Out_About_It.php Business/Marketing,Console/PC,Indie,Social/Online Seriously, it's a good thing. http://www.gamasutra.com/blogs/EMcNeill/20140326/213904/Oculus__Facebook_Probably_Not_So_Bad_So_Maybe_You_Could_Stop_Freaking_Out_About_It.php Wed, 26 Mar 2014 04:32:00 EDT Why I expect the valuation of King to fall by half - by Nicholas Lovell http://www.gamasutra.com/blogs/NicholasLovell/20140325/213851/Why_I_expect_the_valuation_of_King_to_fall_by_half.php Business/Marketing,Social/Online,Smartphone/Tablet The valuation of King has me terrified. If King tanks after its stock market debut this week (and I think it will), that will be bad news for the games industry for the next three years. http://www.gamasutra.com/blogs/NicholasLovell/20140325/213851/Why_I_expect_the_valuation_of_King_to_fall_by_half.php Tue, 25 Mar 2014 10:20:00 EDT