Gamasutra.com - Expert Blogs http://www.gamasutra.com/blogs/expert/ Gamasutra Blogs Sat, 30 May 2015 12:26:41 EDT en-us scarless@think-services.com (Simon Carless) How to Beat Out Your Mobile Game’s Competitors with Competitive Analysis - by Jovan Johnson http://www.gamasutra.com/blogs/JovanJohnson/20150529/244635/How_to_Beat_Out_Your_Mobile_Games_Competitors_with_Competitive_Analysis.php Want your mobile game to stand out amongst other apps? Competitive analysis can help you better understand your market and chance for success. http://www.gamasutra.com/blogs/JovanJohnson/20150529/244635/How_to_Beat_Out_Your_Mobile_Games_Competitors_with_Competitive_Analysis.php Fri, 29 May 2015 03:03:00 EDT The Qun Demands It: The Evolution of the Barbarous Other - by Elizabeth Sampat http://www.gamasutra.com/blogs/ElizabethSampat/20150529/244706/The_Qun_Demands_It_The_Evolution_of_the_Barbarous_Other.php A brief history of racist tropes in high fantasy, and how Bioware gets it right. http://www.gamasutra.com/blogs/ElizabethSampat/20150529/244706/The_Qun_Demands_It_The_Evolution_of_the_Barbarous_Other.php Fri, 29 May 2015 03:03:00 EDT "What, not How" - A goal centered approach to player motivation - by Asher Einhorn http://www.gamasutra.com/blogs/AsherEinhorn/20150529/244602/quotWhat_not_Howquot__A_goal_centered_approach_to_player_motivation.php Much as I usually dislike mantras that oversimplify design methods, this particular one I found an extremely useful not only in retaining exploration and agency in game design, but in keeping those things prioritized when crunch hits hard! http://www.gamasutra.com/blogs/AsherEinhorn/20150529/244602/quotWhat_not_Howquot__A_goal_centered_approach_to_player_motivation.php Fri, 29 May 2015 03:03:00 EDT Konami looks to the future, and it's not the future longtime fans want - by Christian Nutt http://www.gamasutra.com/blogs/ChristianNutt/20150529/244707/Konami_looks_to_the_future_and_its_not_the_future_longtime_fans_want.php So Konami has attempted to clarify things with a statement -- but really just muddied the waters. What's going on? http://www.gamasutra.com/blogs/ChristianNutt/20150529/244707/Konami_looks_to_the_future_and_its_not_the_future_longtime_fans_want.php Fri, 29 May 2015 01:50:00 EDT The Tenets of Community Management Series: Part 1 of 3 - by Dmitri Williams http://www.gamasutra.com/blogs/DmitriWilliams/20150528/244497/The_Tenets_of_Community_Management_Series_Part_1_of_3.php The Tenets of Community Management Series: Part 1 of 3 http://www.gamasutra.com/blogs/DmitriWilliams/20150528/244497/The_Tenets_of_Community_Management_Series_Part_1_of_3.php Thu, 28 May 2015 02:00:00 EDT Composing Adaptive Music for Video Games Using Elias - by Dale Crowley http://www.gamasutra.com/blogs/DaleCrowley/20150528/244481/Composing_Adaptive_Music_for_Video_Games_Using_Elias.php Composing adaptive music for video games is an art in and of itself. This blog and video tutorials will discuss the main paradigms for composing adaptive music and detail the most advanced one using a new software called Elias. http://www.gamasutra.com/blogs/DaleCrowley/20150528/244481/Composing_Adaptive_Music_for_Video_Games_Using_Elias.php Thu, 28 May 2015 01:32:00 EDT Ten things you should know about ... Artists - by Anne-Christine Gasc http://www.gamasutra.com/blogs/AnneChristineGasc/20150528/244579/Ten_things_you_should_know_about__Artists.php This is the first in a series of six blog posts where different disciplines share what they wish others would know and understand. http://www.gamasutra.com/blogs/AnneChristineGasc/20150528/244579/Ten_things_you_should_know_about__Artists.php Thu, 28 May 2015 01:32:00 EDT Four-step puzzle design - by Asher Einhorn http://www.gamasutra.com/blogs/AsherEinhorn/20150528/244577/Fourstep_puzzle_design.php In this blog post I outline a simple four-step system for designing and testing the flow of game-puzzle designs. http://www.gamasutra.com/blogs/AsherEinhorn/20150528/244577/Fourstep_puzzle_design.php Thu, 28 May 2015 01:32:00 EDT My Approach To Economy Balancing Using Spreadsheets - by Jamey Stevenson http://www.gamasutra.com/blogs/JameyStevenson/20150527/244347/My_Approach_To_Economy_Balancing_Using_Spreadsheets.php A summary of the techniques I use in Excel to accomplish common balancing tasks in a way that keeps my economy organized and ensures that it is easy to maintain and update. http://www.gamasutra.com/blogs/JameyStevenson/20150527/244347/My_Approach_To_Economy_Balancing_Using_Spreadsheets.php Wed, 27 May 2015 01:13:00 EDT Of the importance of the form factor - by Thomas Bidaux http://www.gamasutra.com/blogs/ThomasBidaux/20150527/243864/Of_the_importance_of_the_form_factor.php Looking at how form factor (or my own definition of it I guess) plays a key role in the design of video games. http://www.gamasutra.com/blogs/ThomasBidaux/20150527/243864/Of_the_importance_of_the_form_factor.php Wed, 27 May 2015 01:13:00 EDT Closing Game Oven: numbers and struggles - by Adriaan de Jongh http://www.gamasutra.com/blogs/AdriaanDeJongh/20150527/244437/Closing_Game_Oven_numbers_and_struggles.php After 3.5 years of making unique social games like Fingle and Bounden, Game Oven closed doors April 2015. Adriaan talks about Game Oven's costs, game sales, the role of community to their business, and reflects on the struggles that closed Game Oven. http://www.gamasutra.com/blogs/AdriaanDeJongh/20150527/244437/Closing_Game_Oven_numbers_and_struggles.php Wed, 27 May 2015 01:13:00 EDT The Story of Transformice: the 60 million players indie game - by Melanie Christin http://www.gamasutra.com/blogs/MelanieChristin/20150527/241206/The_Story_of_Transformice_the_60_million_players_indie_game.php A sort of postmortem about Transformice, an indie massively multiplayer game started in 2010 by two people, now standing at 60 million accounts created. http://www.gamasutra.com/blogs/MelanieChristin/20150527/241206/The_Story_of_Transformice_the_60_million_players_indie_game.php Wed, 27 May 2015 01:13:00 EDT Leading By Emotion - by Sande Chen http://www.gamasutra.com/blogs/SandeChen/20150526/244315/Leading_By_Emotion.php In this article, game designer Sande Chen wonders about the role of emotions in designing a game. http://www.gamasutra.com/blogs/SandeChen/20150526/244315/Leading_By_Emotion.php Tue, 26 May 2015 02:35:00 EDT Design Challenges for Virtual Reality Games - by Martin Pichlmair http://www.gamasutra.com/blogs/MartinPichlmair/20150526/244293/Design_Challenges_for_Virtual_Reality_Games.php This article is a quick summary of current challenges in VR based on how they manifested during the VR Game Jam and the presentations leading up to that jam. http://www.gamasutra.com/blogs/MartinPichlmair/20150526/244293/Design_Challenges_for_Virtual_Reality_Games.php Tue, 26 May 2015 02:35:00 EDT From the trenches - Design politics - by Alvaro Vazquez de la Torre http://www.gamasutra.com/blogs/AlvaroVazquezdelaTorre/20150526/244261/From_the_trenches__Design_politics.php Real-world design is not how is depicted in books. Most of the time you need to deal with company politics trying to make the best design possible. This post intends to provide some examples and advices to help you navigate through different team dynamics http://www.gamasutra.com/blogs/AlvaroVazquezdelaTorre/20150526/244261/From_the_trenches__Design_politics.php Tue, 26 May 2015 02:35:00 EDT Not that seventies style - by Michael Samyn http://www.gamasutra.com/blogs/MichaelSamyn/20150522/244193/Not_that_seventies_style.php Some details about the 1972 that inspired Sunset, from modernism and eclecticism to blaxploitation and objectification. http://www.gamasutra.com/blogs/MichaelSamyn/20150522/244193/Not_that_seventies_style.php Fri, 22 May 2015 04:14:00 EDT Core Players & Energy Mechanics: They Don't Mix - by Timothy Harris http://www.gamasutra.com/blogs/TimothyHarris/20150522/243941/Core_Players__Energy_Mechanics_They_Dont_Mix.php Midnight Star is a sci-fi shooter aimed at the core gamer. It used an energy F2P mechanic that didn't work, so we're axing it. Here's why... http://www.gamasutra.com/blogs/TimothyHarris/20150522/243941/Core_Players__Energy_Mechanics_They_Dont_Mix.php Fri, 22 May 2015 01:16:00 EDT Goat Simulator – Media presence case study - by Thomas Bidaux http://www.gamasutra.com/blogs/ThomasBidaux/20150522/244155/Goat_Simulator__Media_presence_case_study.php A look at the media presence of Goat Simulator. http://www.gamasutra.com/blogs/ThomasBidaux/20150522/244155/Goat_Simulator__Media_presence_case_study.php Fri, 22 May 2015 01:16:00 EDT How to manage a 2D art team - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20150521/243986/How_to_manage_a_2D_art_team.php This article offers some tips for managing an art team, to meet the goal of delivering good works within deadline, and within your budget. http://www.gamasutra.com/blogs/JunxueLi/20150521/243986/How_to_manage_a_2D_art_team.php Thu, 21 May 2015 02:10:00 EDT Kickstarter in France and Germany - by Thomas Bidaux http://www.gamasutra.com/blogs/ThomasBidaux/20150520/243863/Kickstarter_in_France_and_Germany.php With Kickstarter opening in both Germany and France during the month of May, I am doing an analysis of the projects from those countries to date. http://www.gamasutra.com/blogs/ThomasBidaux/20150520/243863/Kickstarter_in_France_and_Germany.php Wed, 20 May 2015 02:13:00 EDT The "Strange Attractor" in Video Game Design - by Joseph Kim http://www.gamasutra.com/blogs/JosephKim/20150520/243320/The_quotStrange_Attractorquot_in_Video_Game_Design.php Even a good game design may be doomed from the start: anyone launching in a competitive game category requires a strange attractor for user attention. Learn how to develop a good game concept using the principle of a strange attractor. http://www.gamasutra.com/blogs/JosephKim/20150520/243320/The_quotStrange_Attractorquot_in_Video_Game_Design.php Wed, 20 May 2015 02:13:00 EDT Armor for Dummies and/or Game Developers - by Anna Jenelius http://www.gamasutra.com/blogs/AnnaJenelius/20150520/243514/Armor_for_Dummies_andor_Game_Developers.php This crash course aims to provide a simple toolkit for anyone interested in introducing more realism to the armors of their game, and making them functional rather than just decorative. http://www.gamasutra.com/blogs/AnnaJenelius/20150520/243514/Armor_for_Dummies_andor_Game_Developers.php Wed, 20 May 2015 02:13:00 EDT Systems, Game Systems, and Systemic Games - by Mike Sellers http://www.gamasutra.com/blogs/MikeSellers/20150518/243708/Systems_Game_Systems_and_Systemic_Games.php Understanding what systems are and how to construct effective game systems are vital for game designers. Game systems are an important subset of systems overall, and systemic games give us a view of a flourishing part of game design. http://www.gamasutra.com/blogs/MikeSellers/20150518/243708/Systems_Game_Systems_and_Systemic_Games.php Mon, 18 May 2015 06:54:00 EDT The Usability of Bloodborne - by Ben Lewis-Evans http://www.gamasutra.com/blogs/BenLewisEvans/20150518/243716/The_Usability_of_Bloodborne.php "Bloodborne is user unfriendly", "Bloodborne proves your job isn't needed", "People like you are why games aren't hard like they used to be". As a Games User Researcher I have seen these comments many times. They are understandable but inaccurate. http://www.gamasutra.com/blogs/BenLewisEvans/20150518/243716/The_Usability_of_Bloodborne.php Mon, 18 May 2015 06:37:00 EDT Psychology and Video Game Kickstarters - by Jamie Madigan http://www.gamasutra.com/blogs/JamieMadigan/20150515/243576/Psychology_and_Video_Game_Kickstarters.php 3 psychological phenomena that can help determine the success (or failure) of a Kickstarter video game pitch. http://www.gamasutra.com/blogs/JamieMadigan/20150515/243576/Psychology_and_Video_Game_Kickstarters.php Fri, 15 May 2015 01:02:00 EDT The Tools and Tech of All Things Die - by Trent Polack http://www.gamasutra.com/blogs/TrentPolack/20150514/243421/The_Tools_and_Tech_of_All_Things_Die.php Some things written about the tech I'm employing/integrating/whatever-ing for my next game, All Things Die; including: Voxelfarm, Popcorn FX, and trueSKY. http://www.gamasutra.com/blogs/TrentPolack/20150514/243421/The_Tools_and_Tech_of_All_Things_Die.php Thu, 14 May 2015 02:14:00 EDT The crack where the light gets in - by Michael Samyn http://www.gamasutra.com/blogs/MichaelSamyn/20150514/243394/The_crack_where_the_light_gets_in.php Realism is attractive but can get banal very quickly. It is where art deviates from reality that we can be moved by it. http://www.gamasutra.com/blogs/MichaelSamyn/20150514/243394/The_crack_where_the_light_gets_in.php Thu, 14 May 2015 02:13:00 EDT Brighten the Corners of Game Audio - by Damian Kastbauer http://www.gamasutra.com/blogs/DamianKastbauer/20150514/243492/Brighten_the_Corners_of_Game_Audio.php Amidst feedback from some that the sense of game audio community is stronger now than it ever has been, it's my hope that we can extend those good feelings into all of the dark corners of game audio and optimize our organizations. http://www.gamasutra.com/blogs/DamianKastbauer/20150514/243492/Brighten_the_Corners_of_Game_Audio.php Thu, 14 May 2015 02:12:00 EDT Why Necrosoft Games will not 'renounce' pixel art - by Brandon Sheffield http://www.gamasutra.com/blogs/BrandonSheffield/20150514/243457/Why_Necrosoft_Games_will_not_renounce_pixel_art.php A reaction to the pixel artist who is renouncing the form. Pixel art is a tool, it's a technique. Would an artist hang up his brush because people don't like oil paintings? http://www.gamasutra.com/blogs/BrandonSheffield/20150514/243457/Why_Necrosoft_Games_will_not_renounce_pixel_art.php Thu, 14 May 2015 07:12:00 EDT Independence and Existentialism - by Armando Marini http://www.gamasutra.com/blogs/ArmandoMarini/20150512/243186/Independence_and_Existentialism.php It's like Jean Paul Sartre was speaking to indie developers when he wrote Humanism and Existentialism. We are "condemned to freedom" indeed. This is a bit of a ramble more than a lesson, but I felt the need to express it. http://www.gamasutra.com/blogs/ArmandoMarini/20150512/243186/Independence_and_Existentialism.php Tue, 12 May 2015 01:45:00 EDT Funding your game startup - by Burak Tezateser http://www.gamasutra.com/blogs/BurakTezateser/20150512/242814/Funding_your_game_startup.php A look at all the available methods generating an initial cash or finding external resources for a game startup. http://www.gamasutra.com/blogs/BurakTezateser/20150512/242814/Funding_your_game_startup.php Tue, 12 May 2015 01:45:00 EDT Games deals hit inflection point - by Tim Merel http://www.gamasutra.com/blogs/TimMerel/20150511/243086/Games_deals_hit_inflection_point.php Games deals hit inflection point in Q1 2015 after record deals in 2014 http://www.gamasutra.com/blogs/TimMerel/20150511/243086/Games_deals_hit_inflection_point.php Mon, 11 May 2015 02:32:00 EDT A look back at over a decade of Koji Igarashi interviews - by Christian Nutt http://www.gamasutra.com/blogs/ChristianNutt/20150508/243070/A_look_back_at_over_a_decade_of_Koji_Igarashi_interviews.php I've interviewed Koji "IGA" Igarashi a number of times over the years. Here's a look back at some of those conversations, as rumors circulate about his next game. http://www.gamasutra.com/blogs/ChristianNutt/20150508/243070/A_look_back_at_over_a_decade_of_Koji_Igarashi_interviews.php Fri, 08 May 2015 06:07:00 EDT Crunch Crash - by Brett Douville http://www.gamasutra.com/blogs/BrettDouville/20150505/242648/Crunch_Crash.php Seeing the suffering of another developer (and friend) prompts me to remember a scary crunch moment of my own. http://www.gamasutra.com/blogs/BrettDouville/20150505/242648/Crunch_Crash.php Tue, 05 May 2015 01:22:00 EDT Dark Souls: It's like an NES Game! - by James Margaris http://www.gamasutra.com/blogs/JamesMargaris/20150505/242687/Dark_Souls_Its_like_an_NES_Game.php A blog about the design of Dark Souls, as if you aren't already sick to death of Dark Souls talk. http://www.gamasutra.com/blogs/JamesMargaris/20150505/242687/Dark_Souls_Its_like_an_NES_Game.php Tue, 05 May 2015 01:22:00 EDT Turtling - by Keith Burgun http://www.gamasutra.com/blogs/KeithBurgun/20150505/242620/Turtling.php Many competitive games have a problem known as "turtling", or overly defensive play. In this article, I explore some of the reasons that it keeps happening. http://www.gamasutra.com/blogs/KeithBurgun/20150505/242620/Turtling.php Tue, 05 May 2015 01:22:00 EDT What makes game design unique? - by Mike Sellers http://www.gamasutra.com/blogs/MikeSellers/20150504/242533/What_makes_game_design_unique.php Game design shares a lot in common with other kinds of design. But it is also truly unique in a couple of important ways. If so, these may lead us to a greater understanding of design and design thinking overall. http://www.gamasutra.com/blogs/MikeSellers/20150504/242533/What_makes_game_design_unique.php Mon, 04 May 2015 01:51:00 EDT The tale of the tale of Sunset - by Michael Samyn http://www.gamasutra.com/blogs/MichaelSamyn/20150504/242556/The_tale_of_the_tale_of_Sunset.php How we wrote the story for our upcoming release Sunset with the aid of a script-writing tool and enjoyed exploring its themes in spite of initially mixed feelings about creating a game intended primarily for people who enjoy playing games already. http://www.gamasutra.com/blogs/MichaelSamyn/20150504/242556/The_tale_of_the_tale_of_Sunset.php Mon, 04 May 2015 01:51:00 EDT C# memory and performance tips for Unity - by Robert Zubek http://www.gamasutra.com/blogs/RobertZubek/20150504/242572/C_memory_and_performance_tips_for_Unity.php A collection of C# performance tips for Unity, focusing on identifying and removing unnecessary memory allocations. http://www.gamasutra.com/blogs/RobertZubek/20150504/242572/C_memory_and_performance_tips_for_Unity.php Mon, 04 May 2015 01:51:00 EDT Video (screencast): The Futility of Striving for a "Great Idea" or "Great Innovation" - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20150504/242575/Video_screencast_The_Futility_of_Striving_for_a_quotGreat_Ideaquot_or_quotGreat_Innovationquot.php Look at the history of games (both video and tabletop) and you'll realize that "great innovations" games are very rare. Moreover, it's unlikely that the designers were deliberately looking for "great innovation," it just happened. Just make good games. http://www.gamasutra.com/blogs/LewisPulsipher/20150504/242575/Video_screencast_The_Futility_of_Striving_for_a_quotGreat_Ideaquot_or_quotGreat_Innovationquot.php Mon, 04 May 2015 01:51:00 EDT Six stages of game dev community development - by Rami Ismail http://www.gamasutra.com/blogs/RamiIsmail/20150504/242486/Six_stages_of_game_dev_community_development.php Vlambeers' Rami Ismail travels all around the world and has started to notice growth patterns in developer communities. In this article he expands on those patterns and offers advise on how to accelerate that growth. http://www.gamasutra.com/blogs/RamiIsmail/20150504/242486/Six_stages_of_game_dev_community_development.php Mon, 04 May 2015 01:51:00 EDT Yes, You Have To Write a Game Plot Summary; and Yes, It Has To Be Good - by Alexander Freed http://www.gamasutra.com/blogs/AlexanderFreed/20150504/242101/Yes_You_Have_To_Write_a_Game_Plot_Summary_and_Yes_It_Has_To_Be_Good.php If you’re working on an overall story document for your team’s game and you’re not sure how to approach it, here’s some advice... http://www.gamasutra.com/blogs/AlexanderFreed/20150504/242101/Yes_You_Have_To_Write_a_Game_Plot_Summary_and_Yes_It_Has_To_Be_Good.php Mon, 04 May 2015 01:51:00 EDT Leaders dominate $45 billion mobile games revenue forecast by 2018 - by Tim Merel http://www.gamasutra.com/blogs/TimMerel/20150504/242550/Leaders_dominate_45_billion_mobile_games_revenue_forecast_by_2018.php Games leaders to dominate $45 billion mobile games revenue forecast by 2018, with Android games revenue higher than iOS (including China) http://www.gamasutra.com/blogs/TimMerel/20150504/242550/Leaders_dominate_45_billion_mobile_games_revenue_forecast_by_2018.php Mon, 04 May 2015 01:51:00 EDT Tengami: The Art of a Folding World - by Jennifer Schneidereit http://www.gamasutra.com/blogs/JenniferSchneidereit/20150501/242455/Tengami_The_Art_of_a_Folding_World.php A look at the tools used to create an authentically folding pop-up book world. http://www.gamasutra.com/blogs/JenniferSchneidereit/20150501/242455/Tengami_The_Art_of_a_Folding_World.php Fri, 01 May 2015 03:24:00 EDT A framework for creating play-like systems - by Andrzej Marczewski http://www.gamasutra.com/blogs/AndrzejMarczewski/20150501/242444/A_framework_for_creating_playlike_systems.php In work and "real life" we seem to think that play is a waste of time. Here I propose a basic framework to help us introduce a more play-like environment in non play situations (Playification?) http://www.gamasutra.com/blogs/AndrzejMarczewski/20150501/242444/A_framework_for_creating_playlike_systems.php Fri, 01 May 2015 12:36:00 EDT Artisanal Game Development - by Mike Sellers http://www.gamasutra.com/blogs/MikeSellers/20150430/242309/Artisanal_Game_Development.php “Tabletop games are to computer games as plays are to movies.” For a game designer, I’m increasingly convinced that there are few ways to better hone design skills than by creating tabletop games. When the only computer available is in the players’ heads http://www.gamasutra.com/blogs/MikeSellers/20150430/242309/Artisanal_Game_Development.php Thu, 30 Apr 2015 01:55:00 EDT The Virtual Reality Game Music Composer - by Winifred Phillips http://www.gamasutra.com/blogs/WinifredPhillips/20150430/242361/The_Virtual_Reality_Game_Music_Composer.php Composing music for VR games on the Morpheus, Oculus Rift and HTC Vive could be tricky. Using Nick Ward-Foxton's GDC talk as a jumping off point, I'll explore the problems (and some possible solutions) for making music fit into the VR experience. http://www.gamasutra.com/blogs/WinifredPhillips/20150430/242361/The_Virtual_Reality_Game_Music_Composer.php Thu, 30 Apr 2015 01:55:00 EDT Recreating a Classic: Wacky Wheels 2015 Now on Steam Greenlight - by Chris Jorgensen http://www.gamasutra.com/blogs/ChrisJorgensen/20150429/242225/Recreating_a_Classic_Wacky_Wheels_2015_Now_on_Steam_Greenlight.php Creating a new Wacky Wheels has presented special design challenges. Striking the balance between making the game feel like the original and finding places to innovate has required a lot of thought and adjustment. http://www.gamasutra.com/blogs/ChrisJorgensen/20150429/242225/Recreating_a_Classic_Wacky_Wheels_2015_Now_on_Steam_Greenlight.php Wed, 29 Apr 2015 01:51:00 EDT Mods, Salutary Neglect, and Storks - by Lars Doucet http://www.gamasutra.com/blogs/LarsDoucet/20150428/242178/Mods_Salutary_Neglect_and_Storks.php Donations won't work, mods are cool, let's figure this out. http://www.gamasutra.com/blogs/LarsDoucet/20150428/242178/Mods_Salutary_Neglect_and_Storks.php Tue, 28 Apr 2015 02:44:00 EDT Hand over $4.99 or Spider-Man Gets It - by Jamie Madigan http://www.gamasutra.com/blogs/JamieMadigan/20150428/242181/Hand_over_499_or_SpiderMan_Gets_It.php All it may take to get people to spend money in free to play games is one well placed countdown timer. http://www.gamasutra.com/blogs/JamieMadigan/20150428/242181/Hand_over_499_or_SpiderMan_Gets_It.php Tue, 28 Apr 2015 02:44:00 EDT Game Studio Don'ts - by Martin Annander http://www.gamasutra.com/blogs/MartinAnnander/20150428/237037/Game_Studio_Donts.php Nine things you should actively work to avoid, if you set out to run your own game studio. http://www.gamasutra.com/blogs/MartinAnnander/20150428/237037/Game_Studio_Donts.php Tue, 28 Apr 2015 02:44:00 EDT @Play 81: On Rogue's Item Identification System - by John Harris http://www.gamasutra.com/blogs/JohnHarris/20150427/241993/Play_81_On_Rogues_Item_Identification_System.php The least copied aspect of Rogue is its ingenious item identification system. The system's origins in 1E AD&D. An example of the system in play. What it does well, and the pitfalls in implementing something like it. Closing notes. http://www.gamasutra.com/blogs/JohnHarris/20150427/241993/Play_81_On_Rogues_Item_Identification_System.php Mon, 27 Apr 2015 12:33:00 EDT The Hobbyist Coder #3 : 2D platformers pathfinding - part 1/2 - by Yoann Pignole http://www.gamasutra.com/blogs/YoannPignole/20150427/241995/The_Hobbyist_Coder_3__2D_platformers_pathfinding__part_12.php On this third episode of the "hobbyst coder", I would like to share my approach to 2d platformer pathfinding. In this first part, we'll be talking about the navigation mesh generation... http://www.gamasutra.com/blogs/YoannPignole/20150427/241995/The_Hobbyist_Coder_3__2D_platformers_pathfinding__part_12.php Mon, 27 Apr 2015 12:32:00 EDT PR Monitoring - Q1 2015 - by Thomas Bidaux http://www.gamasutra.com/blogs/ThomasBidaux/20150427/242073/PR_Monitoring__Q1_2015.php In an attempt to go further with the media monitor analysis, I will change the rhythm to a quarterly review schedule, in addition to Special Editions whenever a major event has occurred like the latest GDC one. http://www.gamasutra.com/blogs/ThomasBidaux/20150427/242073/PR_Monitoring__Q1_2015.php Mon, 27 Apr 2015 12:28:00 EDT How to Tune a Simulation Game - by Robert Zubek http://www.gamasutra.com/blogs/RobertZubek/20150424/241878/How_to_Tune_a_Simulation_Game.php Here's how we balanced our last game using a simple model built in MS Excel. http://www.gamasutra.com/blogs/RobertZubek/20150424/241878/How_to_Tune_a_Simulation_Game.php Fri, 24 Apr 2015 01:43:00 EDT Make It Work: A PAX Event Postmortem from a New Indie Publishing Label’s POV - by Cassandra Khaw http://www.gamasutra.com/blogs/CassandraKhaw/20150424/241650/Make_It_Work_A_PAX_Event_Postmortem_from_a_New_Indie_Publishing_Labels_POV.php Southeast Asian micropublisher Ysbryd Games recently took to PAX East for their first exhibition ever. Here is what they've learned from that week of insanity, new friends, and oh-my-gawd-whys. http://www.gamasutra.com/blogs/CassandraKhaw/20150424/241650/Make_It_Work_A_PAX_Event_Postmortem_from_a_New_Indie_Publishing_Labels_POV.php Fri, 24 Apr 2015 01:43:00 EDT Lasting Connections - by Randy OConnor http://www.gamasutra.com/blogs/RandyOConnor/20150423/241740/Lasting_Connections.php What lasts? Will our games last? Do the connections we make in life last? What do we seek in our creative pursuits? http://www.gamasutra.com/blogs/RandyOConnor/20150423/241740/Lasting_Connections.php Thu, 23 Apr 2015 06:17:00 EDT Beyond the Pentakill: 21st Century Competition - by Keith Burgun http://www.gamasutra.com/blogs/KeithBurgun/20150423/241712/Beyond_the_Pentakill_21st_Century_Competition.php There's been a lot of discussion about how to prevent toxic behavior in players of online competitive games. Today I'd like to suggest a different approach. http://www.gamasutra.com/blogs/KeithBurgun/20150423/241712/Beyond_the_Pentakill_21st_Century_Competition.php Thu, 23 Apr 2015 06:17:00 EDT You started playing a story-based video game, and then this happened... - by Kris Graft http://www.gamasutra.com/blogs/KrisGraft/20150423/241840/You_started_playing_a_storybased_video_game_and_then_this_happened.php You've been thinking a lot about narrative in games, so you talked to a game for a bit. http://www.gamasutra.com/blogs/KrisGraft/20150423/241840/You_started_playing_a_storybased_video_game_and_then_this_happened.php Thu, 23 Apr 2015 04:33:00 EDT We don't keep forgiving Double Fine - by Robert Fearon http://www.gamasutra.com/blogs/RobertFearon/20150421/241614/We_dont_keep_forgiving_Double_Fine.php On the differences between how people perceive game development and the costs and realities, via a recent article on Double Fine. http://www.gamasutra.com/blogs/RobertFearon/20150421/241614/We_dont_keep_forgiving_Double_Fine.php Tue, 21 Apr 2015 03:55:00 EDT