Gamasutra.com - Expert Blogs http://www.gamasutra.com/blogs/expert/ Gamasutra Blogs Sun, 26 Apr 2015 09:51:20 EDT en-us scarless@think-services.com (Simon Carless) 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 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 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 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 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 Balancing Gunsport: the trouble with asymmetry - by Brandon Sheffield http://www.gamasutra.com/blogs/BrandonSheffield/20150420/241532/Balancing_Gunsport_the_trouble_with_asymmetry.php What is this "balance" thing you people keep going on about!? http://www.gamasutra.com/blogs/BrandonSheffield/20150420/241532/Balancing_Gunsport_the_trouble_with_asymmetry.php Mon, 20 Apr 2015 01:52:00 EDT Flow - by Neils Clark http://www.gamasutra.com/blogs/NeilsClark/20150420/241439/Flow.php What flow theory is, where it's problematic. http://www.gamasutra.com/blogs/NeilsClark/20150420/241439/Flow.php Mon, 20 Apr 2015 01:22:00 EDT CRT Simulation in Super Win the Game - by Kyle Pittman http://www.gamasutra.com/blogs/KylePittman/20150420/241442/CRT_Simulation_in_Super_Win_the_Game.php One indie developer discusses his research and approach to understanding and simulating a CRT television screen. http://www.gamasutra.com/blogs/KylePittman/20150420/241442/CRT_Simulation_in_Super_Win_the_Game.php Mon, 20 Apr 2015 01:22:00 EDT Video (screencast): Games, Puzzles, "Contests" - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20150420/241459/Video_screencast_Games_Puzzles_quotContestsquot.php The big difference in game design is between games with human opposition, and games without – two or more players versus one player. I briefly discuss the difference between games, puzzles, and "contests". http://www.gamasutra.com/blogs/LewisPulsipher/20150420/241459/Video_screencast_Games_Puzzles_quotContestsquot.php Mon, 20 Apr 2015 01:22:00 EDT The Four Horsemen Of VR - by Simon Carless http://www.gamasutra.com/blogs/SimonCarless/20150417/241428/The_Four_Horsemen_Of_VR.php I wanted to use the idea of gradually advancing, uh, harbingers for virtual reality, now that I've tried four or five VR systems with games, movies, and apps. Which will win - and which needs to? http://www.gamasutra.com/blogs/SimonCarless/20150417/241428/The_Four_Horsemen_Of_VR.php Fri, 17 Apr 2015 08:28:00 EDT On Towerfall Ascension's approach to characters - by Christian Nutt http://www.gamasutra.com/blogs/ChristianNutt/20150417/241421/On_Towerfall_Ascensions_approach_to_characters.php On Towerfall Ascension's diverse but mechanically indistinguishable roster, and why player choice matters. http://www.gamasutra.com/blogs/ChristianNutt/20150417/241421/On_Towerfall_Ascensions_approach_to_characters.php Fri, 17 Apr 2015 07:48:00 EDT A Jedi Saga - by Raph Koster http://www.gamasutra.com/blogs/RaphKoster/20150417/241406/A_Jedi_Saga.php Star Wars Galaxies has been controversial for years thanks to a series of design decisions made both before and after launch. Among these was how Jedis were handled. Here's the design postmortem! http://www.gamasutra.com/blogs/RaphKoster/20150417/241406/A_Jedi_Saga.php Fri, 17 Apr 2015 02:06:00 EDT Minimum Sustainable Success - by Daniel Cook http://www.gamasutra.com/blogs/DanielCook/20150415/241145/Minimum_Sustainable_Success.php How to manage risk as a sustainable indie game company. http://www.gamasutra.com/blogs/DanielCook/20150415/241145/Minimum_Sustainable_Success.php Wed, 15 Apr 2015 02:28:00 EDT Why Western Mobile Game Developers Need to Worry About Asian App Piracy - by Mary Min http://www.gamasutra.com/blogs/MaryMin/20150414/241010/Why_Western_Mobile_Game_Developers_Need_to_Worry_About_Asian_App_Piracy.php Many Western game developers assume that app piracy is an “only in Asia” problem, but mobile game development is a global business, and what happens in one region impacts other markets too. Game dev veteran Mary Min explains how with numerous examples. http://www.gamasutra.com/blogs/MaryMin/20150414/241010/Why_Western_Mobile_Game_Developers_Need_to_Worry_About_Asian_App_Piracy.php Tue, 14 Apr 2015 01:43:00 EDT Adding Debt to your Daily Scrum - by Mike Sellers http://www.gamasutra.com/blogs/MikeSellers/20150413/240999/Adding_Debt_to_your_Daily_Scrum.php Everyone who uses a Daily Scrum or Standup meeting knows the three big questions everyone answers in each meeting. I've found that adding a fourth is extremely valuable and helps avoid a lot of pain later on. http://www.gamasutra.com/blogs/MikeSellers/20150413/240999/Adding_Debt_to_your_Daily_Scrum.php Mon, 13 Apr 2015 12:08:00 EDT How a Business Plan Can Help Your Mobile Game Business - by Jovan Johnson http://www.gamasutra.com/blogs/JovanJohnson/20150409/240716/How_a_Business_Plan_Can_Help_Your_Mobile_Game_Business.php Get app business plan tips. Mobile gaming is a popular, accessible, and potentially profitable business segment. Why don't all entrants create business plans? http://www.gamasutra.com/blogs/JovanJohnson/20150409/240716/How_a_Business_Plan_Can_Help_Your_Mobile_Game_Business.php Thu, 09 Apr 2015 01:36:00 EDT Making character illustrations for a FPS game - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20150409/240750/Making_character_illustrations_for_a_FPS_game.php This article is a detailed walkthrough of how we make character promotion art for a FPS game: Zula http://www.gamasutra.com/blogs/JunxueLi/20150409/240750/Making_character_illustrations_for_a_FPS_game.php Thu, 09 Apr 2015 01:36:00 EDT Is Nintendo working on the defining videogame controller of the smart device age? - by Nicholas Lovell http://www.gamasutra.com/blogs/NicholasLovell/20150409/240760/Is_Nintendo_working_on_the_defining_videogame_controller_of_the_smart_device_age.php The Nintendo/DeNA deal makes no sense. At face value, it would suggest Nintendo is abandoning it's "Blue Ocean" strategy and jumping into a hyper-competitive market which doesn't play to its strengths. So what is really going on, wonders Nicholas Lovell. http://www.gamasutra.com/blogs/NicholasLovell/20150409/240760/Is_Nintendo_working_on_the_defining_videogame_controller_of_the_smart_device_age.php Thu, 09 Apr 2015 01:36:00 EDT Make Some Noise! Getting a Job Creating Sound and Music for Videogames. - by Will Morton http://www.gamasutra.com/blogs/WillMorton/20150408/234948/Make_Some_Noise_Getting_a_Job_Creating_Sound_and_Music_for_Videogames.php In this long and detailed post I will lift the curtain on what employers look for in video game audio staff, distilling 15 years of experience on both sides of the employment fence to give aspiring video game sound designers and composers a head start. http://www.gamasutra.com/blogs/WillMorton/20150408/234948/Make_Some_Noise_Getting_a_Job_Creating_Sound_and_Music_for_Videogames.php Wed, 08 Apr 2015 02:15:00 EDT Color-Coded Pink and Blue - by Sande Chen http://www.gamasutra.com/blogs/SandeChen/20150408/240670/ColorCoded_Pink_and_Blue.php In this article, game designer Sande Chen explores the notion of girl and boy games and wonders if it's time to cease such labeling. http://www.gamasutra.com/blogs/SandeChen/20150408/240670/ColorCoded_Pink_and_Blue.php Wed, 08 Apr 2015 02:15:00 EDT A living guide to the GDC Vault - by Francisco Souki http://www.gamasutra.com/blogs/FranciscoSouki/20150408/240671/A_living_guide_to_the_GDC_Vault.php Here's a log of the ~100 GDC talks I've watched with fellow game developers, with ratings and tags so you can find the best ones and the free ones. tinyurl.com/gdcvault http://www.gamasutra.com/blogs/FranciscoSouki/20150408/240671/A_living_guide_to_the_GDC_Vault.php Wed, 08 Apr 2015 02:15:00 EDT You’re solving the wrong problem - by Samuel Rantaeskola http://www.gamasutra.com/blogs/SamuelRantaeskola/20150408/240687/Youre_solving_the_wrong_problem.php When once again faced with the problem of the team being overloaded. Are you solving the right problem? http://www.gamasutra.com/blogs/SamuelRantaeskola/20150408/240687/Youre_solving_the_wrong_problem.php Wed, 08 Apr 2015 02:15:00 EDT Augmented/Virtual Reality to hit $150 billion disrupting mobile by 2020 - by Tim Merel http://www.gamasutra.com/blogs/TimMerel/20150406/240547/AugmentedVirtual_Reality_to_hit_150_billion_disrupting_mobile_by_2020.php Digi-Capital's new Augmented/Virtual Reality Report 2015 forecasts AR/VR to hit $150 billion disrupting mobile by 2020 (AR $120 billion/VR $30 billion). http://www.gamasutra.com/blogs/TimMerel/20150406/240547/AugmentedVirtual_Reality_to_hit_150_billion_disrupting_mobile_by_2020.php Mon, 06 Apr 2015 07:37:00 EDT Videogames Are Broken Toys - by Keith Burgun http://www.gamasutra.com/blogs/KeithBurgun/20150406/240462/Videogames_Are_Broken_Toys.php I've been looking at videogames in the wrong way for a long time. Videogames are fundamentally toys, even those that profess to be strategy games. In this article, I go into depth on the value of toys and how we're failing to capitalize on them. http://www.gamasutra.com/blogs/KeithBurgun/20150406/240462/Videogames_Are_Broken_Toys.php Mon, 06 Apr 2015 01:43:00 EDT Best practices using the PS4 Dualshock controller speaker - by Rev Dr Bradley Meyer http://www.gamasutra.com/blogs/RevDrBradleyMeyer/20150406/240483/Best_practices_using_the_PS4_Dualshock_controller_speaker.php The controller speaker in the Playstation Dualshock 4 can be an effective way to communicate information to the player. Rev. Dr. Bradley Meyer, audio director at Sucker Punch, provides some tips and tricks to make it work well. http://www.gamasutra.com/blogs/RevDrBradleyMeyer/20150406/240483/Best_practices_using_the_PS4_Dualshock_controller_speaker.php Mon, 06 Apr 2015 01:43:00 EDT Where do I start if I want to develop for consoles? - by Robert Fearon http://www.gamasutra.com/blogs/RobertFearon/20150406/240485/Where_do_I_start_if_I_want_to_develop_for_consoles.php I asked Sony and Microsoft how folks would need to approach them if they've never made a console game before. Here there be answers. http://www.gamasutra.com/blogs/RobertFearon/20150406/240485/Where_do_I_start_if_I_want_to_develop_for_consoles.php Mon, 06 Apr 2015 01:43:00 EDT User Attribution and Acquisition: Targeting Beyond New Customers (Part 3 of 3) - by Dmitri Williams http://www.gamasutra.com/blogs/DmitriWilliams/20150406/240491/User_Attribution_and_Acquisition_Targeting_Beyond_New_Customers_Part_3_of_3.php This article is the final installment in a three-part series on user acquisition http://www.gamasutra.com/blogs/DmitriWilliams/20150406/240491/User_Attribution_and_Acquisition_Targeting_Beyond_New_Customers_Part_3_of_3.php Mon, 06 Apr 2015 01:43:00 EDT 5 Misconceptions about UX (User Experience) in Video Games - by Celia Hodent http://www.gamasutra.com/blogs/CeliaHodent/20150406/240476/5_Misconceptions_about_UX_User_Experience_in_Video_Games.php User Experience (UX) is becoming very trendy albeit fairly new in the video game industry, so there are still a lot of misconceptions regarding what it is (and what it’s not). Here are the 5 most common misconceptions. http://www.gamasutra.com/blogs/CeliaHodent/20150406/240476/5_Misconceptions_about_UX_User_Experience_in_Video_Games.php Mon, 06 Apr 2015 01:29:00 EDT The Top 5 Things to Address in Your Game’s Marketing Plan - by Jovan Johnson http://www.gamasutra.com/blogs/JovanJohnson/20150403/240364/The_Top_5_Things_to_Address_in_Your_Games_Marketing_Plan.php Need direction marketing your app? You'll do well to create a marketing plan. Visit now to learn factors you should consider. http://www.gamasutra.com/blogs/JovanJohnson/20150403/240364/The_Top_5_Things_to_Address_in_Your_Games_Marketing_Plan.php Fri, 03 Apr 2015 01:48:00 EDT It all starts with (good) intentions - by Urbain Bruno http://www.gamasutra.com/blogs/UrbainBruno/20150402/240292/It_all_starts_with_good_intentions.php When you start creating a game. When you think you have a great idea to turn into a game. When this idea has been through prototypes and new team members have been added and that idea has evolved, what must remains are the intentions. http://www.gamasutra.com/blogs/UrbainBruno/20150402/240292/It_all_starts_with_good_intentions.php Thu, 02 Apr 2015 01:16:00 EDT Gamable Stories and Some Tea - by Luis Guimaraes http://www.gamasutra.com/blogs/LuisGuimaraes/20150401/240204/Gamable_Stories_and_Some_Tea.php Not another Gameplay VS Story article. http://www.gamasutra.com/blogs/LuisGuimaraes/20150401/240204/Gamable_Stories_and_Some_Tea.php Wed, 01 Apr 2015 03:04:00 EDT The Misconception of Core Teams - by Benjamin Quintero http://www.gamasutra.com/blogs/BenjaminQuintero/20150401/240242/The_Misconception_of_Core_Teams.php Do core teams make sense for small business? http://www.gamasutra.com/blogs/BenjaminQuintero/20150401/240242/The_Misconception_of_Core_Teams.php Wed, 01 Apr 2015 03:04:00 EDT Making Indie Games From a McDonald's: 10 Key Tips - by Scott Brodie http://www.gamasutra.com/blogs/ScottBrodie/20150401/240244/Making_Indie_Games_From_a_McDonalds_10_Key_Tips.php Ever wish you could use McDonald's as a workplace? Hero Generations designer Scott Brodie shares his top 10 tips for making your McDream a reality. http://www.gamasutra.com/blogs/ScottBrodie/20150401/240244/Making_Indie_Games_From_a_McDonalds_10_Key_Tips.php Wed, 01 Apr 2015 03:04:00 EDT Automated Transparent Development - by Lars Doucet http://www.gamasutra.com/blogs/LarsDoucet/20150401/240254/Automated_Transparent_Development.php It's very hard to do rich, frequent updates to let our fans know we're not dead. So we made the computers do that for us. http://www.gamasutra.com/blogs/LarsDoucet/20150401/240254/Automated_Transparent_Development.php Wed, 01 Apr 2015 03:04:00 EDT The Butterfly Effect - by Kevin Ryan http://www.gamasutra.com/blogs/KevinRyan/20150331/239636/The_Butterfly_Effect.php A discussion of how reading Nate Silver's "The Signal and the Noise" reminded me of several challenges I had in implementing physics for Contraption Maker. http://www.gamasutra.com/blogs/KevinRyan/20150331/239636/The_Butterfly_Effect.php Tue, 31 Mar 2015 02:49:00 EDT GDC 2015 The Delayed Impressions of a Games User Researcher - by Ben Lewis-Evans http://www.gamasutra.com/blogs/BenLewisEvans/20150331/240024/GDC_2015_The_Delayed_Impressions_of_a_Games_User_Researcher.php What does a Games User Researcher attending GDC for the first time (along with the Games User Researcher Summit) think of the whole thing? This is an attempt to catalog and describe my experiences, with summaries of every talk I attended. http://www.gamasutra.com/blogs/BenLewisEvans/20150331/240024/GDC_2015_The_Delayed_Impressions_of_a_Games_User_Researcher.php Tue, 31 Mar 2015 02:49:00 EDT For art teams: How do we recruit artists - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20150331/240057/For_art_teams_How_do_we_recruit_artists.php This article has detailed steps about how we recruit artists for our team. http://www.gamasutra.com/blogs/JunxueLi/20150331/240057/For_art_teams_How_do_we_recruit_artists.php Tue, 31 Mar 2015 02:49:00 EDT Memorable Names for Virtual Things - by Rob Lockhart http://www.gamasutra.com/blogs/RobLockhart/20150331/240114/Memorable_Names_for_Virtual_Things.php When creating proper names for fictional people, places and things in a game (or other creative endeavor), there are some tricks you can use to help your players keep them distinct and organized in their minds. http://www.gamasutra.com/blogs/RobLockhart/20150331/240114/Memorable_Names_for_Virtual_Things.php Tue, 31 Mar 2015 02:49:00 EDT Gameplay Depth versus Variety - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20150330/239930/Gameplay_Depth_versus_Variety.php Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games). http://www.gamasutra.com/blogs/LewisPulsipher/20150330/239930/Gameplay_Depth_versus_Variety.php Mon, 30 Mar 2015 01:30:00 EDT Octodad: Dadliest Catch Post-Mortem Pt. 4: Tech - by Kevin Geisler http://www.gamasutra.com/blogs/KevinGeisler/20150330/240000/Octodad_Dadliest_Catch_PostMortem_Pt_4_Tech.php Technical lessons learned from the creation and release of Octodad: Dadliest Catch. http://www.gamasutra.com/blogs/KevinGeisler/20150330/240000/Octodad_Dadliest_Catch_PostMortem_Pt_4_Tech.php Mon, 30 Mar 2015 01:30:00 EDT The curious alternative distribution of Samorost 2: Newspaper stands. - by Brandon Sheffield http://www.gamasutra.com/blogs/BrandonSheffield/20150329/239940/The_curious_alternative_distribution_of_Samorost_2_Newspaper_stands.php Amanita Design, makers of Samorost, Machinarium, Botanicula and others, took to a curious method to sell games in the Czech Republic: Newspaper stands. http://www.gamasutra.com/blogs/BrandonSheffield/20150329/239940/The_curious_alternative_distribution_of_Samorost_2_Newspaper_stands.php Sun, 29 Mar 2015 04:47:00 EDT How to Create a Mobile Game Company - by Jovan Johnson http://www.gamasutra.com/blogs/JovanJohnson/20150327/239909/How_to_Create_a_Mobile_Game_Company.php Create your game company with confidence. Mobile gaming may become the most profitable sector of the gaming industry within the next year. Are you ready? http://www.gamasutra.com/blogs/JovanJohnson/20150327/239909/How_to_Create_a_Mobile_Game_Company.php Fri, 27 Mar 2015 05:12:00 EDT Games, Stories and Words - by Keith Burgun http://www.gamasutra.com/blogs/KeithBurgun/20150327/239867/Games_Stories_and_Words.php “Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general. http://www.gamasutra.com/blogs/KeithBurgun/20150327/239867/Games_Stories_and_Words.php Fri, 27 Mar 2015 03:39:00 EDT Sunless Sea Sales and Funding Deep Dive, Part III: Early Access and Final Release - by Adam Myers http://www.gamasutra.com/blogs/AdamMyers/20150327/239868/Sunless_Sea_Sales_and_Funding_Deep_Dive_Part_III_Early_Access_and_Final_Release.php Sales figures for Sunless Sea in early access and after launch, with charts. http://www.gamasutra.com/blogs/AdamMyers/20150327/239868/Sunless_Sea_Sales_and_Funding_Deep_Dive_Part_III_Early_Access_and_Final_Release.php Fri, 27 Mar 2015 03:39:00 EDT Free to Play: What about Player Skill? - by Adam Telfer http://www.gamasutra.com/blogs/AdamTelfer/20150326/239548/Free_to_Play_What_about_Player_Skill.php Why do the Top Grossing games on mobile shy away from gameplay that rewards player skill? A discussion about the use of skill in free-to-play mobile games, and how games like Candy Crush Saga control skill for the benefit of long-term retention. http://www.gamasutra.com/blogs/AdamTelfer/20150326/239548/Free_to_Play_What_about_Player_Skill.php Thu, 26 Mar 2015 02:03:00 EDT PR for F2P Games – presentation from GDC15 - by Thomas Bidaux http://www.gamasutra.com/blogs/ThomasBidaux/20150326/239771/PR_for_F2P_Games__presentation_from_GDC15.php I wanted to share the presentation I gave this year at GDC during the Free-to-Play Summit. The lectured was framed as PR for F2P games in Europe, but at the end, it was more a “PR for F2P games” in general, with a side of European specific comments in it. http://www.gamasutra.com/blogs/ThomasBidaux/20150326/239771/PR_for_F2P_Games__presentation_from_GDC15.php Thu, 26 Mar 2015 02:03:00 EDT Why Your Game Company Needs a Marketing Plan - by Jovan Johnson http://www.gamasutra.com/blogs/JovanJohnson/20150326/239776/Why_Your_Game_Company_Needs_a_Marketing_Plan.php The basic reason your game company needs a marketing plan? Without a marketing plan, your game(s) will only reach a fraction of your target audience. Learn more. http://www.gamasutra.com/blogs/JovanJohnson/20150326/239776/Why_Your_Game_Company_Needs_a_Marketing_Plan.php Thu, 26 Mar 2015 02:03:00 EDT User Attribution and Acquisition: The New Age of Acquisition and Marketing (Part Two of Three) - by Dmitri Williams http://www.gamasutra.com/blogs/DmitriWilliams/20150325/239615/User_Attribution_and_Acquisition_The_New_Age_of_Acquisition_and_Marketing_Part_Two_of_Three.php This article is the second in a three-part series on user acquisition. http://www.gamasutra.com/blogs/DmitriWilliams/20150325/239615/User_Attribution_and_Acquisition_The_New_Age_of_Acquisition_and_Marketing_Part_Two_of_Three.php Wed, 25 Mar 2015 01:12:00 EDT Thinking About People: Designing Games for Social Simulation - by Mitu Khandaker-Kokoris http://www.gamasutra.com/blogs/MituKhandakerKokoris/20150325/239662/Thinking_About_People_Designing_Games_for_Social_Simulation.php A write-up of the notes from my GDC design talk, in which I call for more games with social simulation. By looking at existing games, I ask: rather than aspiring towards fully-formed 'believable' characters, what else can games say about people, and how? http://www.gamasutra.com/blogs/MituKhandakerKokoris/20150325/239662/Thinking_About_People_Designing_Games_for_Social_Simulation.php Wed, 25 Mar 2015 01:12:00 EDT Sunless Sea Sales and Funding Deep Dive, Part II: Greenlight - by Adam Myers http://www.gamasutra.com/blogs/AdamMyers/20150325/239665/Sunless_Sea_Sales_and_Funding_Deep_Dive_Part_II_Greenlight.php Why Greenlight is good for indies. http://www.gamasutra.com/blogs/AdamMyers/20150325/239665/Sunless_Sea_Sales_and_Funding_Deep_Dive_Part_II_Greenlight.php Wed, 25 Mar 2015 01:12:00 EDT Sunless Sea Sales and Funding Deep Dive, Part I: Kickstarter - by Adam Myers http://www.gamasutra.com/blogs/AdamMyers/20150324/239591/Sunless_Sea_Sales_and_Funding_Deep_Dive_Part_I_Kickstarter.php The first of three posts on Sunless Sea's sales and funding. http://www.gamasutra.com/blogs/AdamMyers/20150324/239591/Sunless_Sea_Sales_and_Funding_Deep_Dive_Part_I_Kickstarter.php Tue, 24 Mar 2015 01:41:00 EDT The Crunch Question - by Timothy Ryan http://www.gamasutra.com/blogs/TimothyRyan/20150323/239449/The_Crunch_Question.php A long time ago in an apparently failed interview for a Halo 2 producer spot I was asked by the leads "What would you do to reduce crunch?" then by the studio management "What would you do to make the team work harder?" I think I have a better answer now. http://www.gamasutra.com/blogs/TimothyRyan/20150323/239449/The_Crunch_Question.php Mon, 23 Mar 2015 12:53:00 EDT Gaming the System: How Pixelles Make (More and More) Games - by Tanya X Short http://www.gamasutra.com/blogs/TanyaXShort/20150320/238808/Gaming_the_System_How_Pixelles_Make_More_and_More_Games.php A women-in-games program runner shares tips and their systems engineering philosophy towards culture at large. http://www.gamasutra.com/blogs/TanyaXShort/20150320/238808/Gaming_the_System_How_Pixelles_Make_More_and_More_Games.php Fri, 20 Mar 2015 02:12:00 EDT The IGS Soapbox: Bekah's 5 Minutes - by Rebekah Saltsman http://www.gamasutra.com/blogs/RebekahSaltsman/20150320/239296/The_IGS_Soapbox_Bekahs_5_Minutes.php This is Rebekah Saltsman's 5 minute talk on Indie Momhood at the 2015 Soapbox at the IGS at the Game Developers Conference in San Francisco. The following posting is the transcript of that talk along with slides. Live version available soon on The Vault. http://www.gamasutra.com/blogs/RebekahSaltsman/20150320/239296/The_IGS_Soapbox_Bekahs_5_Minutes.php Fri, 20 Mar 2015 01:54:00 EDT Age Rating Showdown: Console vs Mobile - by Matt Small http://www.gamasutra.com/blogs/MattSmall/20150320/239297/Age_Rating_Showdown_Console_vs_Mobile.php Google's recent support for age ratings certificates on Google Play highlights just how painful getting those same ratings for indie developers on console can be. Here's a primer on how to navigate getting your game rated for mobile and for console. http://www.gamasutra.com/blogs/MattSmall/20150320/239297/Age_Rating_Showdown_Console_vs_Mobile.php Fri, 20 Mar 2015 01:54:00 EDT 5 monetization optimizations for Vainglory - by Ethan Levy http://www.gamasutra.com/blogs/EthanLevy/20150320/239336/5_monetization_optimizations_for_Vainglory.php This post analyzes the much hyped, self characterized "anti-monetizer" of a game, Vainglory and identifies 5 ways it could optimize its game monetization without sacrificing respect for their community. http://www.gamasutra.com/blogs/EthanLevy/20150320/239336/5_monetization_optimizations_for_Vainglory.php Fri, 20 Mar 2015 01:54:00 EDT Testing in a Scrum Team - by Johan Hoberg http://www.gamasutra.com/blogs/JohanHoberg/20150320/239366/Testing_in_a_Scrum_Team.php In this article I will discuss what types of testing I think should be done by a Scrum Team, and what types could be done by someone outside of the team. http://www.gamasutra.com/blogs/JohanHoberg/20150320/239366/Testing_in_a_Scrum_Team.php Fri, 20 Mar 2015 01:54:00 EDT Multiplayer Growing Pains in Subterfuge - by ron carmel http://www.gamasutra.com/blogs/RonCarmel/20150319/239185/Multiplayer_Growing_Pains_in_Subterfuge.php In multiplayer-only games, growing your player base too quickly can have serious negative repercussions. This came as a surprise to us, and we thought we'd share our experience and thinking around this. http://www.gamasutra.com/blogs/RonCarmel/20150319/239185/Multiplayer_Growing_Pains_in_Subterfuge.php Thu, 19 Mar 2015 01:47:00 EDT MAGFest 2015: A Retrospective - by ALEXANDER BRANDON http://www.gamasutra.com/blogs/ALEXANDERBRANDON/20150318/238884/MAGFest_2015_A_Retrospective.php Fans of game music aren't a niche. They're as mainstream as it gets. And MAGFest is their mecca. Read on to hear a smidgen of what it's all about. http://www.gamasutra.com/blogs/ALEXANDERBRANDON/20150318/238884/MAGFest_2015_A_Retrospective.php Wed, 18 Mar 2015 01:54:00 EDT