Gamasutra.com - Expert Blogs http://www.gamasutra.com/blogs/expert/ Gamasutra Blogs Wed, 10 Feb 2010 05:54:52 EST en-us scarless@think-services.com (Simon Carless) Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2 - by Simon Lim http://www.gamasutra.com/blogs/SimonLim/20100209/4360/Lineage_2_Interview__Freya_Update_Is_Just_a_Beginning__Pt2.php Production The second part of the interview with a Lineage 2 development team leader at NCsoft. He spills out details on a new update Freya for thisisgame.com http://www.gamasutra.com/blogs/SimonLim/20100209/4360/Lineage_2_Interview__Freya_Update_Is_Just_a_Beginning__Pt2.php Tue, 09 Feb 2010 05:56:00 EST Fixing the GDC 2010 Schedule Builder - by Jim McGinley http://www.gamasutra.com/blogs/JimMcGinley/20100209/4371/Fixing_the_GDC_2010_Schedule_Builder.php Production This year I'm hoping the GDC online schedule builder can finally triumph over the mighty physical booklet they distribute at the event. To help win this fight, I built a working prototype. One more weapon in the never ending war against print. http://www.gamasutra.com/blogs/JimMcGinley/20100209/4371/Fixing_the_GDC_2010_Schedule_Builder.php Tue, 09 Feb 2010 05:17:00 EST Swashbuckling for Landlubbers: Why you may already be encouraging piracy! - by Alan Youngblood http://www.gamasutra.com/blogs/AlanYoungblood/20100208/4358/Swashbuckling_for_Landlubbers_Why_you_may_already_be_encouraging_piracy.php Production Yo-ho, a pirates' life for all your customers! Why you may already be encouraging piracy with your business practices! http://www.gamasutra.com/blogs/AlanYoungblood/20100208/4358/Swashbuckling_for_Landlubbers_Why_you_may_already_be_encouraging_piracy.php Mon, 08 Feb 2010 02:56:00 EST JETRO At GDC 2010: Finding Opportunity in the Japanese Gaming Market - by Wanda Meloni http://www.gamasutra.com/blogs/WandaMeloni/20100208/4369/JETRO_At_GDC_2010_Finding_Opportunity_in_the_Japanese_Gaming_Market.php Japanese gaming industry is looking at new opportunities by moving beyond mainstream, exploring international markets and expanding into online and mobile gaming. http://www.gamasutra.com/blogs/WandaMeloni/20100208/4369/JETRO_At_GDC_2010_Finding_Opportunity_in_the_Japanese_Gaming_Market.php Mon, 08 Feb 2010 02:30:00 EST Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.1 - by Simon Lim http://www.gamasutra.com/blogs/SimonLim/20100208/4361/Lineage_2_Interview__Freya_Update_Is_Just_a_Beginning__Pt1.php Production The first part of the interview with a Lineage 2 development team leader at NCsoft. NCsoft spills out details on a new update Freya for thisisgame.com http://www.gamasutra.com/blogs/SimonLim/20100208/4361/Lineage_2_Interview__Freya_Update_Is_Just_a_Beginning__Pt1.php Mon, 08 Feb 2010 01:05:00 EST Gamma IV Sets Up Kickstarter Appeal To Finish Funding GDC Event - by Simon Carless http://www.gamasutra.com/blogs/SimonCarless/20100207/4350/Gamma_IV_Sets_Up_Kickstarter_Appeal_To_Finish_Funding_GDC_Event.php Kokoromi, the organizers of the Gamma IV 'one button games' event taking place alongside GDC next month, are looking for funding to help complete event preparations - can you help? http://www.gamasutra.com/blogs/SimonCarless/20100207/4350/Gamma_IV_Sets_Up_Kickstarter_Appeal_To_Finish_Funding_GDC_Event.php Sun, 07 Feb 2010 10:40:00 EST The Economic Challenges (and opportunities) of Developing Games for the iPhone and iPad - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20100207/4345/The_Economic_Challenges_and_opportunities_of_Developing_Games_for_the_iPhone_and_iPad.php On the surface, the iPhone and iPad seem to be ideal platforms to develop games for, but only if you ignore fundamental economics. http://www.gamasutra.com/blogs/DavidWesley/20100207/4345/The_Economic_Challenges_and_opportunities_of_Developing_Games_for_the_iPhone_and_iPad.php Sun, 07 Feb 2010 10:31:00 EST Texture Art - 01 'Introduction' - by Adam Capone http://www.gamasutra.com/blogs/AdamCapone/20100206/4343/Texture_Art__01_Introduction.php Visual Art Introduction and how to start a project. http://www.gamasutra.com/blogs/AdamCapone/20100206/4343/Texture_Art__01_Introduction.php Sat, 06 Feb 2010 08:16:00 EST Gamma-Correct Lighting - by David Rosen http://www.gamasutra.com/blogs/DavidRosen/20100204/4322/GammaCorrect_Lighting.php Programming The lighting equations used for computer graphics are all based on physics, and thus assume that brightness 1.0 emits twice as many photons as brightness 0.5. However, on a computer screen, this assumption is not perceptually correct. http://www.gamasutra.com/blogs/DavidRosen/20100204/4322/GammaCorrect_Lighting.php Thu, 04 Feb 2010 11:52:00 EST Tribes of Mexica research, part 2. - by Radek Koncewicz http://www.gamasutra.com/blogs/RadekKoncewicz/20100204/4325/Tribes_of_Mexica_research_part_2.php Game Design The second part in a series of posts looking at some of the research that went into Tribes of Mexica and how it influenced the game. http://www.gamasutra.com/blogs/RadekKoncewicz/20100204/4325/Tribes_of_Mexica_research_part_2.php Thu, 04 Feb 2010 11:03:00 EST Ikaruga: The Art of Chaining - by Michael Molinari http://www.gamasutra.com/blogs/MichaelMolinari/20100204/4130/Ikaruga_The_Art_of_Chaining.php Game Design,Visual Art This is a video demonstration (with commentary!) of me playing through Chapter 1 of Ikaruga, wherein I play the best game I possibly can... and explain exactly what goes through my head in doing so. http://www.gamasutra.com/blogs/MichaelMolinari/20100204/4130/Ikaruga_The_Art_of_Chaining.php Thu, 04 Feb 2010 02:06:00 EST Leave The Meat Off My Bones, Please - by Nick Halme http://www.gamasutra.com/blogs/NickHalme/20100203/4316/Leave_The_Meat_Off_My_Bones_Please.php Game Design Let's halt for a second and reflect on what story offers a videogame -- can it be damaging? What are good videogame stories? Are games with stories good because of the stories? Do we even need them? I have no idea, but I'd like to talk about it more. http://www.gamasutra.com/blogs/NickHalme/20100203/4316/Leave_The_Meat_Off_My_Bones_Please.php Wed, 03 Feb 2010 10:28:00 EST Fluent Game Design With Fluent Interfaces - by Alistair Doulin http://www.gamasutra.com/blogs/AlistairDoulin/20100203/4319/Fluent_Game_Design_With_Fluent_Interfaces.php Are you a gamer designer that writes code? Or are you a programmer exposing script to your game designers? Fluent interfaces allow fluid, english like code to be written by designers. http://www.gamasutra.com/blogs/AlistairDoulin/20100203/4319/Fluent_Game_Design_With_Fluent_Interfaces.php Wed, 03 Feb 2010 07:00:00 EST The Delicate Balance between the Art and Business of Making Games - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20100203/4312/The_Delicate_Balance_between_the_Art_and_Business_of_Making_Games.php Game Design,Production David Brevik, Studio Director at Gazillion Entertainment, explains that the discipline imposed by the business side of making games “helps both the artist and the business.” http://www.gamasutra.com/blogs/DavidWesley/20100203/4312/The_Delicate_Balance_between_the_Art_and_Business_of_Making_Games.php Wed, 03 Feb 2010 01:41:00 EST Be Authentic - by Tadhg Kelly http://www.gamasutra.com/blogs/TadhgKelly/20100202/4300/Be_Authentic.php The old PR-driven way of spreading marketing stories doesn't work so well any more. Authenticity (or being true, in plain speaking) is the new PR. http://www.gamasutra.com/blogs/TadhgKelly/20100202/4300/Be_Authentic.php Tue, 02 Feb 2010 04:08:00 EST Quest For The Perfect Design Tool - by Urbain Bruno http://www.gamasutra.com/blogs/UrbainBruno/20100202/4298/Quest_For_The_Perfect_Design_Tool.php Game Design As designers we are always looking for the best tool to communicate our ideas. At Fishing Cactus we always try to come up with collaborative solutions and we try to keep the following motto: "not make a 100 pages design document". http://www.gamasutra.com/blogs/UrbainBruno/20100202/4298/Quest_For_The_Perfect_Design_Tool.php Tue, 02 Feb 2010 01:04:00 EST Levels Vs. Stickiness, Or: How WoW Can Be Beaten - by Shay Pierce http://www.gamasutra.com/blogs/ShayPierce/20100201/4279/Levels_Vs_Stickiness_Or_How_WoW_Can_Be_Beaten.php Game Design Once upon a time there was a gamer named Shay, who had a wife named Laura... http://www.gamasutra.com/blogs/ShayPierce/20100201/4279/Levels_Vs_Stickiness_Or_How_WoW_Can_Be_Beaten.php Mon, 01 Feb 2010 01:30:00 EST IGDA Los Angeles -- The Squeakquel (February Meeting) - by Luis Levy http://www.gamasutra.com/blogs/LuisLevy/20100201/4299/IGDA_Los_Angeles__The_Squeakquel_February_Meeting.php Production Yep, it's happening again. Networking from 6:30 to 7:30 p.m. Then a cool panel on Serious Games. Be there or be square :) http://www.gamasutra.com/blogs/LuisLevy/20100201/4299/IGDA_Los_Angeles__The_Squeakquel_February_Meeting.php Mon, 01 Feb 2010 11:25:00 EST A Global Game Jam 2010 Report - by Eric Hardman http://www.gamasutra.com/blogs/EricHardman/20100201/4284/A_Global_Game_Jam_2010_Report.php Game Design It must be Game Jam, cuz game jelly don't shake like that! http://www.gamasutra.com/blogs/EricHardman/20100201/4284/A_Global_Game_Jam_2010_Report.php Mon, 01 Feb 2010 08:51:00 EST [Korea] Vendor Survey Analysis: Marketing Budget Trend 2010 - by Simon Lim http://www.gamasutra.com/blogs/SimonLim/20100131/4280/Korea_Vendor_Survey_Analysis_Marketing_Budget_Trend_2010.php Production Thisisgame.com conducted a survey on the marketing budget trend for 2010 earlier this month. Total 24 major publishers in Korea participated in the survey. http://www.gamasutra.com/blogs/SimonLim/20100131/4280/Korea_Vendor_Survey_Analysis_Marketing_Budget_Trend_2010.php Sun, 31 Jan 2010 03:49:00 EST "Stickiness" in Games, or: Why you can't beat WoW - by Shay Pierce http://www.gamasutra.com/blogs/ShayPierce/20100130/4271/quotStickinessquot_in_Games_or_Why_you_cant_beat_WoW.php Game Design Game designers have a term that I think is about to see a lot more use than it ever has before. The term is "stickiness"; and what it describes isn't nearly as gross as you might be thinking. http://www.gamasutra.com/blogs/ShayPierce/20100130/4271/quotStickinessquot_in_Games_or_Why_you_cant_beat_WoW.php Sat, 30 Jan 2010 05:56:00 EST iPhone Design & Marketing Notes - by Adam Saltsman http://www.gamasutra.com/blogs/AdamSaltsman/20100130/4274/iPhone_Design__Marketing_Notes.php Production I went up to Winnipeg a few weeks ago to give a talk about iPhone game design and marketing. It ended up being a 6 hour long affair where I covered pretty much everything I know about anything. These are my notes from that talk. http://www.gamasutra.com/blogs/AdamSaltsman/20100130/4274/iPhone_Design__Marketing_Notes.php Sat, 30 Jan 2010 04:57:00 EST Sexy Time in Games - by Benjamin Quintero http://www.gamasutra.com/blogs/BenjaminQuintero/20100129/4267/Sexy_Time_in_Games.php Game Design Why does sexuality in games have to exist on 0% or full-throttle? http://www.gamasutra.com/blogs/BenjaminQuintero/20100129/4267/Sexy_Time_in_Games.php Fri, 29 Jan 2010 01:34:00 EST A Game Analysis: Super Ghouls'n Ghosts - Or The Double-jump Done Right. - by Kevin Trepanier http://www.gamasutra.com/blogs/KevinTrepanier/20100129/4133/A_Game_Analysis_Super_Ghoulsn_Ghosts__Or_The_Doublejump_Done_Right.php Game Design Almost 20 years ago, Super Ghouls'n Ghosts made a tremendous use of control limitations to empower the player. Let's go back in time for a game mechanic centered analysis of this classical 1991 platformer. http://www.gamasutra.com/blogs/KevinTrepanier/20100129/4133/A_Game_Analysis_Super_Ghoulsn_Ghosts__Or_The_Doublejump_Done_Right.php Fri, 29 Jan 2010 12:20:00 EST Creating industry ecosystems: How indie developers contribute to large firm success - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20100129/4268/Creating_industry_ecosystems_How_indie_developers_contribute_to_large_firm_success.php Game Design,Production With hundreds of millions of dollars at stake, fewer publishers can afford to take risks on experimental game designs. That will be left to small studios that are either independently funded or that enter partnerships with larger firms. http://www.gamasutra.com/blogs/DavidWesley/20100129/4268/Creating_industry_ecosystems_How_indie_developers_contribute_to_large_firm_success.php Fri, 29 Jan 2010 09:21:00 EST Organic Indie Preorder Pack Postmortem - by David Rosen http://www.gamasutra.com/blogs/DavidRosen/20100128/4258/Organic_Indie_Preorder_Pack_Postmortem.php Production A full debrief on the success of the preorder bundle for Overgrowth and Natural Selection 2. http://www.gamasutra.com/blogs/DavidRosen/20100128/4258/Organic_Indie_Preorder_Pack_Postmortem.php Thu, 28 Jan 2010 03:49:00 EST Looking Inside the 2010 GDC AI Summit - by Dave Mark http://www.gamasutra.com/blogs/DaveMark/20100128/4256/Looking_Inside_the_2010_GDC_AI_Summit.php Programming The 2nd year of the AI Summit at GDC promises to be just as amazing as the first. If you are involved in game AI as a programmer, designer, or even as a student, the AI Summit is the most important event of the year. Take a look at all 12 sessions inside! http://www.gamasutra.com/blogs/DaveMark/20100128/4256/Looking_Inside_the_2010_GDC_AI_Summit.php Thu, 28 Jan 2010 11:37:00 EST The Perception Of $100,000 - by Jens Nilsson http://www.gamasutra.com/blogs/JensNilsson/20100128/4255/The_Perception_Of_100000.php Production ...but this is basically what this post will be about - How much money is $100 000 when you run a company, in particular an independent game company? http://www.gamasutra.com/blogs/JensNilsson/20100128/4255/The_Perception_Of_100000.php Thu, 28 Jan 2010 05:51:00 EST Survey - The State Of Agile/Scrum - by Clinton Keith http://www.gamasutra.com/blogs/ClintonKeith/20100127/4251/Survey__The_State_Of_AgileScrum.php Production Please complete a short survey on your studio's experience using agile and Scrum for a Gamasutra article. http://www.gamasutra.com/blogs/ClintonKeith/20100127/4251/Survey__The_State_Of_AgileScrum.php Wed, 27 Jan 2010 10:42:00 EST Ethical Design: Are Most Social Games Just Virtual Slot Machines? - by Tadhg Kelly http://www.gamasutra.com/blogs/TadhgKelly/20100126/4239/Ethical_Design_Are_Most_Social_Games_Just_Virtual_Slot_Machines.php Game Design With many social games essentially being games that play themselves, has the social game industry created a compulsive rather than addictive game format, and if so what should be done about that? http://www.gamasutra.com/blogs/TadhgKelly/20100126/4239/Ethical_Design_Are_Most_Social_Games_Just_Virtual_Slot_Machines.php Tue, 26 Jan 2010 08:08:00 EST [Korea] Upcoming MMORPGs in 2010 - by Simon Lim http://www.gamasutra.com/blogs/SimonLim/20100125/4236/Korea_Upcoming_MMORPGs_in_2010.php The posting discusses an outlook of the Korean online gaming market in 2010 - especially upcoming MMORPGs. http://www.gamasutra.com/blogs/SimonLim/20100125/4236/Korea_Upcoming_MMORPGs_in_2010.php Mon, 25 Jan 2010 09:31:00 EST The Grass Is Always Awesomer On The Other Side - by Chris Stewart http://www.gamasutra.com/blogs/ChrisStewart/20100125/4234/The_Grass_Is_Always_Awesomer_On_The_Other_Side.php Production One super-popular webcomic summarizes in three panels what I've been telling people for years; I love making games, and I have fun, but it is still a job. Cue nostalgic musings. http://www.gamasutra.com/blogs/ChrisStewart/20100125/4234/The_Grass_Is_Always_Awesomer_On_The_Other_Side.php Mon, 25 Jan 2010 06:07:00 EST Putting Your 'Call Of Duty' On Hold - by Alan Youngblood http://www.gamasutra.com/blogs/AlanYoungblood/20100125/4231/Putting_Your_Call_Of_Duty_On_Hold.php Production Why big publishers are doing what indies should be doing, and indies are doing what big publishers should be doing. Alan weighs in on the Kotick Doctrine and why productions are all mixed up. http://www.gamasutra.com/blogs/AlanYoungblood/20100125/4231/Putting_Your_Call_Of_Duty_On_Hold.php Mon, 25 Jan 2010 04:39:00 EST The Explodemon Saga - Part Four - by Jonathan Biddle http://www.gamasutra.com/blogs/JonathanBiddle/20100125/4229/The_Explodemon_Saga__Part_Four.php Game Design In the fourth part of the Explodemon Saga, Explodemon! finally becomes more than just a gameplay prototype and comes under the powerful glare of publishers. http://www.gamasutra.com/blogs/JonathanBiddle/20100125/4229/The_Explodemon_Saga__Part_Four.php Mon, 25 Jan 2010 12:38:00 EST Deductive Puzzles and Bulletin Boards. - by Radek Koncewicz http://www.gamasutra.com/blogs/RadekKoncewicz/20100124/4217/Deductive_Puzzles_and_Bulletin_Boards.php Game Design Adventure games are filled with their fair share of sleuthing, so why do they often turn into a parody of MacGyver? http://www.gamasutra.com/blogs/RadekKoncewicz/20100124/4217/Deductive_Puzzles_and_Bulletin_Boards.php Sun, 24 Jan 2010 01:57:00 EST The Coming Facebook Games Price War - by Tadhg Kelly http://www.gamasutra.com/blogs/TadhgKelly/20100122/4198/The_Coming_Facebook_Games_Price_War.php We may well see increased competition in Facebook games soon to counter significant changes in the platform that will dampen down some of the easier viral channels. One potential result is a kind of price war. http://www.gamasutra.com/blogs/TadhgKelly/20100122/4198/The_Coming_Facebook_Games_Price_War.php Fri, 22 Jan 2010 10:57:00 EST AC2: The Animus Is Incompatible With Me - by Jason Bakker http://www.gamasutra.com/blogs/JasonBakker/20100122/4200/AC2_The_Animus_Is_Incompatible_With_Me.php Game Design My thoughts and feelings about Assassin's Creed II. Early game spoilers within. http://www.gamasutra.com/blogs/JasonBakker/20100122/4200/AC2_The_Animus_Is_Incompatible_With_Me.php Fri, 22 Jan 2010 10:36:00 EST The UK Games Perspective: Tax Breaks, Digital Distribution, Education - by Jas Purewal http://www.gamasutra.com/blogs/JasPurewal/20100122/4196/The_UK_Games_Perspective_Tax_Breaks_Digital_Distribution_Education.php Lawyer Jas Purewal gives his thoughts on a recent games industry event, the Westminster eForum, which gives a snapshot of the UK games industry's perspective on tax breaks, digital distribution and games education. http://www.gamasutra.com/blogs/JasPurewal/20100122/4196/The_UK_Games_Perspective_Tax_Breaks_Digital_Distribution_Education.php Fri, 22 Jan 2010 05:59:00 EST Players Are For Life, Not Just For Christmas - by Tadhg Kelly http://www.gamasutra.com/blogs/TadhgKelly/20100121/4179/Players_Are_For_Life_Not_Just_For_Christmas.php The mistake that most game makers are making today is failing to build a compelling story. Not a game story, a marketing story. http://www.gamasutra.com/blogs/TadhgKelly/20100121/4179/Players_Are_For_Life_Not_Just_For_Christmas.php Thu, 21 Jan 2010 08:31:00 EST Year of the Woman - by Ian Bogost http://www.gamasutra.com/blogs/IanBogost/20100120/4175/Year_of_the_Woman.php What the state of women in Hollywood tells us about women in games http://www.gamasutra.com/blogs/IanBogost/20100120/4175/Year_of_the_Woman.php Wed, 20 Jan 2010 10:06:00 EST The Prisoner Dilemma - by Steve Mallory http://www.gamasutra.com/blogs/SteveMallory/20100120/4123/The_Prisoner_Dilemma.php Game Design Can games have something to say without throwing it in your face? http://www.gamasutra.com/blogs/SteveMallory/20100120/4123/The_Prisoner_Dilemma.php Wed, 20 Jan 2010 06:49:00 EST [Korea] 2010 Outlook: Browser-based Games - by Simon Lim http://www.gamasutra.com/blogs/SimonLim/20100119/4161/Korea_2010_Outlook_Browserbased_Games.php Production The 2010 Outlook for the Korean online gaming Market. This posting discusses the outbreak of web-based games and its future outlook in Korea. http://www.gamasutra.com/blogs/SimonLim/20100119/4161/Korea_2010_Outlook_Browserbased_Games.php Tue, 19 Jan 2010 06:45:00 EST Virgin Play Testers - by Alistair Doulin http://www.gamasutra.com/blogs/AlistairDoulin/20100119/4159/Virgin_Play_Testers.php Game Design How many virgins have played your game? Do you make sure they're virgins before they play? You need at least one virgin per week to keep you on track and you should be filming them! http://www.gamasutra.com/blogs/AlistairDoulin/20100119/4159/Virgin_Play_Testers.php Tue, 19 Jan 2010 03:39:00 EST My Biased, Subjective Alternative GDC Awards - by Adam Saltsman http://www.gamasutra.com/blogs/AdamSaltsman/20100119/4157/My_Biased_Subjective_Alternative_GDC_Awards.php I've been trying to avoid kneejerk negative reactions to things, instead trying to funnel these responses into something positive. This, I hope, is something positive! http://www.gamasutra.com/blogs/AdamSaltsman/20100119/4157/My_Biased_Subjective_Alternative_GDC_Awards.php Tue, 19 Jan 2010 10:57:00 EST Advance Against Royalties vs. Development Fee: Round 1 - by Tyrone Rodriguez http://www.gamasutra.com/blogs/TyroneRodriguez/20100119/4153/Advance_Against_Royalties_vs_Development_Fee_Round_1.php Two common models exist for the developer looking for a publisher: Advances Against Royalties and Development Fee/Profit Sharing. Each has its good and bad, but which is the right one to choose when it comes time to deal with a publisher? Read on. http://www.gamasutra.com/blogs/TyroneRodriguez/20100119/4153/Advance_Against_Royalties_vs_Development_Fee_Round_1.php Tue, 19 Jan 2010 02:27:00 EST Infinite Climax Action! - by Taekwan Kim http://www.gamasutra.com/blogs/TaekwanKim/20100118/4144/Infinite_Climax_Action.php A look at player investment and progression as generated by the relationship between skill and agency. http://www.gamasutra.com/blogs/TaekwanKim/20100118/4144/Infinite_Climax_Action.php Mon, 18 Jan 2010 09:24:00 EST Fable II Impressions - Does It Still Hold Up? - by Benjamin Quintero http://www.gamasutra.com/blogs/BenjaminQuintero/20100118/4151/Fable_II_Impressions__Does_It_Still_Hold_Up.php Audio,Game Design,Programming,Production,Visual Art A brutally honest look into one of 2008's top games. Does it still hold up after the line up of games in 2009? http://www.gamasutra.com/blogs/BenjaminQuintero/20100118/4151/Fable_II_Impressions__Does_It_Still_Hold_Up.php Mon, 18 Jan 2010 08:45:00 EST Lag, Control, and You - by Michael Molinari http://www.gamasutra.com/blogs/MichaelMolinari/20100115/4127/Lag_Control_and_You.php Game Design,Visual Art Lag is the mortar that binds people with controls, and binds controls with games. Sometimes it's thick, and sometimes it's invisible. The point is, it exists. And I made some diagrams about it. http://www.gamasutra.com/blogs/MichaelMolinari/20100115/4127/Lag_Control_and_You.php Fri, 15 Jan 2010 11:57:00 EST 2010 Game Business Trends - by David Helgason http://www.gamasutra.com/blogs/DavidHelgason/20100114/4117/2010_Game_Business_Trends.php The industry is living through exciting times -- here are the trends that we think will be most important in 2010 along with what you can do to be part of them. http://www.gamasutra.com/blogs/DavidHelgason/20100114/4117/2010_Game_Business_Trends.php Thu, 14 Jan 2010 04:09:00 EST Needless Complexity: The Classic Performance Trap - by David Wesley http://www.gamasutra.com/blogs/DavidWesley/20100114/4114/Needless_Complexity_The_Classic_Performance_Trap.php Game Design Needlessly complex products often fail to appeal to both casual and advanced players. One example is the recently announced Z-1 Hybrid Guitar for Guitar Hero and Rock Band. http://www.gamasutra.com/blogs/DavidWesley/20100114/4114/Needless_Complexity_The_Classic_Performance_Trap.php Thu, 14 Jan 2010 02:51:00 EST IGDA Los Angeles Chapter Reboot Tonight - by Luis Levy http://www.gamasutra.com/blogs/LuisLevy/20100114/4115/IGDA_Los_Angeles_Chapter_Reboot_Tonight.php Production Yep, you read it right: IGDA Los Angeles is getting awesomely rebooted. And everyone is welcome -- even if you don't happen to be an IGDA member at this very instant :) http://www.gamasutra.com/blogs/LuisLevy/20100114/4115/IGDA_Los_Angeles_Chapter_Reboot_Tonight.php Thu, 14 Jan 2010 02:42:00 EST Where Is Virtual Reality? - by Alistair Doulin http://www.gamasutra.com/blogs/AlistairDoulin/20100113/4109/Where_Is_Virtual_Reality.php Have you ever used Virtual Reality? It was touted as the “next big thing” in computers and was expected to be in every home but it never eventuated. Today I’m going to discuss what virtual reality means for gamers and game developers. http://www.gamasutra.com/blogs/AlistairDoulin/20100113/4109/Where_Is_Virtual_Reality.php Wed, 13 Jan 2010 07:49:00 EST IGDA QOL and Rockstar Wives - by Thomas Buscaglia http://www.gamasutra.com/blogs/ThomasBuscaglia/20100113/4104/IGDA_QOL_and_Rockstar_Wives.php Tom discusses the recent posting by Rockstar San Diego wives and the IGDA's public response. http://www.gamasutra.com/blogs/ThomasBuscaglia/20100113/4104/IGDA_QOL_and_Rockstar_Wives.php Wed, 13 Jan 2010 05:15:00 EST Perspectives on Scrum - by James Hofmann http://www.gamasutra.com/blogs/JamesHofmann/20100112/4063/Perspectives_on_Scrum.php Some thoughts on Scrum and dealing with subjective tasks within that system. http://www.gamasutra.com/blogs/JamesHofmann/20100112/4063/Perspectives_on_Scrum.php Tue, 12 Jan 2010 11:13:00 EST Game Architecture - by Simon Lim http://www.gamasutra.com/blogs/SimonLim/20100112/4097/Game_Architecture.php Programming Ik-Jung Kim, a senior programmer at Neowiz Games, discussed about developing a fast engine that reduced risks in game development at International Content Creator’s Conference (ICON) 2009 in Korea. http://www.gamasutra.com/blogs/SimonLim/20100112/4097/Game_Architecture.php Tue, 12 Jan 2010 09:01:00 EST Non Linearity: A Necessary RPG Element? - by Pallav Nawani http://www.gamasutra.com/blogs/PallavNawani/20100112/4090/Non_Linearity_A_Necessary_RPG_Element.php Game Design In this post I am going to argue that it is not. http://www.gamasutra.com/blogs/PallavNawani/20100112/4090/Non_Linearity_A_Necessary_RPG_Element.php Tue, 12 Jan 2010 07:05:00 EST IGF 2010 Judges on Planck v.0 - by Matthew Burns http://www.gamasutra.com/blogs/MatthewBurns/20100111/4081/IGF_2010_Judges_on_Planck_v0.php Game Design What the IGF 2010 judges said about Planck v.0 and where we plan on going from here. http://www.gamasutra.com/blogs/MatthewBurns/20100111/4081/IGF_2010_Judges_on_Planck_v0.php Mon, 11 Jan 2010 04:33:00 EST Are Modchips Illegal? - by Jas Purewal http://www.gamasutra.com/blogs/JasPurewal/20100111/4075/Are_Modchips_Illegal.php In this post, lawyer Jas Purewal looks at a common feature of gaming - modchips - and asks whether they really are illegal or not. Recent caselaw in three European countries shows that in fact there's a surprising divergence of opinion on this issue... http://www.gamasutra.com/blogs/JasPurewal/20100111/4075/Are_Modchips_Illegal.php Mon, 11 Jan 2010 01:26:00 EST Employees of Rockstar San Diego Not Getting Star Treatment - by Reid Kimball http://www.gamasutra.com/blogs/ReidKimball/20100110/4072/Employees_of_Rockstar_San_Diego_Not_Getting_Star_Treatment.php Production Given the revelations of the extensive overtime employees of Rockstar San Diego are subjected to, Reid Bryant Kimball discusses how we can position ourselves to better stand up for our rights. http://www.gamasutra.com/blogs/ReidKimball/20100110/4072/Employees_of_Rockstar_San_Diego_Not_Getting_Star_Treatment.php Sun, 10 Jan 2010 03:00:00 EST Applying For A Job: Please Do It RIGHT. - by Alan Wilson http://www.gamasutra.com/blogs/AlanWilson/20100108/4057/Applying_For_A_Job_Please_Do_It_RIGHT.php Over the last few days, we have had a large number of responses to our job postings here on Gamasutra. There are some great potential employees in the pile. But some of you... LISTEN to this rant, please! http://www.gamasutra.com/blogs/AlanWilson/20100108/4057/Applying_For_A_Job_Please_Do_It_RIGHT.php Fri, 08 Jan 2010 12:00:00 EST