Gamasutra.com - Expert Blogs http://www.gamasutra.com/blogs/expert/ Gamasutra Blogs Sat, 20 Dec 2014 01:35:30 EST en-us scarless@think-services.com (Simon Carless) On "Comprehensive Game Criticism" and Plastic Ghosts of the Past - by Liz Ryerson http://www.gamasutra.com/blogs/LizRyerson/20141219/232953/On_quotComprehensive_Game_Criticismquot_and_Plastic_Ghosts_of_the_Past.php Design,Console/PC a response to more calls for comprehensive game writing and to Zolani Stewart's critiques of Perfect Dark, as well as a discussion of the disposable game culture of the past. http://www.gamasutra.com/blogs/LizRyerson/20141219/232953/On_quotComprehensive_Game_Criticismquot_and_Plastic_Ghosts_of_the_Past.php Fri, 19 Dec 2014 04:33:00 EST Thank God I'm An Indie Dev - by Laralyn McWilliams http://www.gamasutra.com/blogs/LaralynMcWilliams/20141219/232928/Thank_God_Im_An_Indie_Dev.php Business/Marketing,Design,Indie I think every game designer who's been around for a while gets the hitmaker urge. We swim in the commercial sea--our careers can easily become all about surviving wave after wave of "progress." Sometimes we lose sight of the simple joy in creation. http://www.gamasutra.com/blogs/LaralynMcWilliams/20141219/232928/Thank_God_Im_An_Indie_Dev.php Fri, 19 Dec 2014 01:27:00 EST Top 5 Hmm Moments of 2014 - by Benjamin Quintero http://www.gamasutra.com/blogs/BenjaminQuintero/20141219/232907/Top_5_Hmm_Moments_of_2014.php Business/Marketing,Design,Production,Console/PC,Indie Though some of these are arguably a multiple year affair, 2014 is the year that I felt affected by them the most. http://www.gamasutra.com/blogs/BenjaminQuintero/20141219/232907/Top_5_Hmm_Moments_of_2014.php Fri, 19 Dec 2014 01:27:00 EST The Three Sources of Quality in Game Audio - by Rob Bridgett http://www.gamasutra.com/blogs/RobBridgett/20141219/232884/The_Three_Sources_of_Quality_in_Game_Audio.php Audio,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet 'Quality' can be a tricky beast to pin down and define. For some, 'high-quality audio' is simply a technical term referring to sample rates & bit depths. However, quality is something that needs attending to long before a sound makes it out of speaker... http://www.gamasutra.com/blogs/RobBridgett/20141219/232884/The_Three_Sources_of_Quality_in_Game_Audio.php Fri, 19 Dec 2014 01:27:00 EST Advice For New Gear VR Developers - by E McNeill http://www.gamasutra.com/blogs/EMcNeill/20141219/232816/Advice_For_New_Gear_VR_Developers.php Design,Programming,Production,Indie,Smartphone/Tablet Some tips on developing for the Gear VR, the mobile VR headset from Samsung and Oculus. http://www.gamasutra.com/blogs/EMcNeill/20141219/232816/Advice_For_New_Gear_VR_Developers.php Fri, 19 Dec 2014 01:27:00 EST Gamasutra's Best of 2014: Simon Carless' Top 5 Games - by Simon Carless http://www.gamasutra.com/blogs/SimonCarless/20141218/232820/Gamasutras_Best_of_2014_Simon_Carless_Top_5_Games.php Design,Console/PC,Indie,Smartphone/Tablet The top 5 (well, 6 in 5 slots!) games of the year from GDC and Gamasutra overseer Simon Carless, including plenty of replayable goodnewss from all ends of the gaming spectrum! http://www.gamasutra.com/blogs/SimonCarless/20141218/232820/Gamasutras_Best_of_2014_Simon_Carless_Top_5_Games.php Thu, 18 Dec 2014 08:49:00 EST Game Audio Pillars - by Rob Bridgett http://www.gamasutra.com/blogs/RobBridgett/20141218/232654/Game_Audio_Pillars.php Audio,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them. http://www.gamasutra.com/blogs/RobBridgett/20141218/232654/Game_Audio_Pillars.php Thu, 18 Dec 2014 03:55:00 EST Top 5 Games of 2014 - by Laralyn McWilliams http://www.gamasutra.com/blogs/LaralynMcWilliams/20141217/232619/Top_5_Games_of_2014.php Design,Console/PC In no particular order, here are my top five favorite games for 2014! http://www.gamasutra.com/blogs/LaralynMcWilliams/20141217/232619/Top_5_Games_of_2014.php Wed, 17 Dec 2014 02:16:00 EST From Console to Mobile : 38 Days Later - by Matt Powers http://www.gamasutra.com/blogs/MattPowers/20141217/232399/From_Console_to_Mobile__38_Days_Later.php Business/Marketing,Production,Console/PC,Smartphone/Tablet Matt is a Senior Producer with 20+ years of console experience. He recently switched to mobile. Would his experience be applicable? Is mobile development that different than console development? 38 days into his new job, Matt explores these questions. http://www.gamasutra.com/blogs/MattPowers/20141217/232399/From_Console_to_Mobile__38_Days_Later.php Wed, 17 Dec 2014 01:51:00 EST Game a Week: Year In Review - by Adriel Wallick http://www.gamasutra.com/blogs/AdrielWallick/20141217/232295/Game_a_Week_Year_In_Review.php Design,Programming,Production,Indie After completing the journey to create a game a week for an entire year, it's time to examine how it went and the personal outcomes of the challenge. http://www.gamasutra.com/blogs/AdrielWallick/20141217/232295/Game_a_Week_Year_In_Review.php Wed, 17 Dec 2014 01:51:00 EST AN AMERICAN DEV IN POLAND, Part 1 - by Dan Jolley http://www.gamasutra.com/blogs/DanJolley/20141217/232516/AN_AMERICAN_DEV_IN_POLAND_Part_1.php Design,Console/PC Part 1 of a series of travelogue/dev journal posts about my three-month stint in Wrocław, Poland working for Techland on Dying Light. http://www.gamasutra.com/blogs/DanJolley/20141217/232516/AN_AMERICAN_DEV_IN_POLAND_Part_1.php Wed, 17 Dec 2014 01:51:00 EST The Game Outcomes Project, Part 1: The Best and the Rest - by Paul Tozour http://www.gamasutra.com/blogs/PaulTozour/20141216/232023/The_Game_Outcomes_Project_Part_1_The_Best_and_the_Rest.php Business/Marketing,Production,Console/PC,Social/Online,Smartphone/Tablet The first in a 4-part series analyzing the results of the Game Outcomes Project survey, which polled hundreds of game developers to determine how teamwork, culture, leadership, and project management contribute to game project success or failure. http://www.gamasutra.com/blogs/PaulTozour/20141216/232023/The_Game_Outcomes_Project_Part_1_The_Best_and_the_Rest.php Tue, 16 Dec 2014 03:05:00 EST Addressing Compliance Letters from Ratings Boards - by Tyrone Rodriguez http://www.gamasutra.com/blogs/TyroneRodriguez/20141216/232466/Addressing_Compliance_Letters_from_Ratings_Boards.php Business/Marketing,Production,Console/PC,Indie As a console dev/publisher, we must wear many hats and handle many duties that doesn't always fit the description of a game developer. One of the sticking points I hear with developers typical is addressing ratings, particularly for global releases. http://www.gamasutra.com/blogs/TyroneRodriguez/20141216/232466/Addressing_Compliance_Letters_from_Ratings_Boards.php Tue, 16 Dec 2014 01:25:00 EST How You're Going To Price Your Computer Game. - by Jeff Vogel http://www.gamasutra.com/blogs/JeffVogel/20141216/232385/How_Youre_Going_To_Price_Your_Computer_Game.php Business/Marketing,Production,Console/PC,Indie Yet another post about the rapidly changing calculations of pricing a PC game. Things are in flux, the business is way more competitive, and nobody knows anything. Come on in and let's all despair together! http://www.gamasutra.com/blogs/JeffVogel/20141216/232385/How_Youre_Going_To_Price_Your_Computer_Game.php Tue, 16 Dec 2014 01:24:00 EST Building context: toy-like interfaces in games - by Chris Furniss http://www.gamasutra.com/blogs/ChrisFurniss/20141215/232372/Building_context_toylike_interfaces_in_games.php Design,Art,Console/PC,Indie,Social/Online A brief look at toy-like interfaces in games, and how they work to provide the player with the context needed for mastery and immersion. http://www.gamasutra.com/blogs/ChrisFurniss/20141215/232372/Building_context_toylike_interfaces_in_games.php Mon, 15 Dec 2014 02:21:00 EST Xeodrifter Postmortem - by Jools Watsham http://www.gamasutra.com/blogs/JoolsWatsham/20141215/232252/Xeodrifter_Postmortem.php Audio,Business/Marketing,Design,Programming,Production,Art,Console/PC,Indie Renegade Kid's latest game neo-retro 2D platformer, Xeodrifter, goes under the knife for a postmortem - exposing what went right, and what went wrong! http://www.gamasutra.com/blogs/JoolsWatsham/20141215/232252/Xeodrifter_Postmortem.php Mon, 15 Dec 2014 01:50:00 EST Loot drop best practices - by Daniel Cook http://www.gamasutra.com/blogs/DanielCook/20141215/232300/Loot_drop_best_practices.php Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet A look at the best practices for loot drop systems. http://www.gamasutra.com/blogs/DanielCook/20141215/232300/Loot_drop_best_practices.php Mon, 15 Dec 2014 01:49:00 EST It Came from the Consoles - by Martin Annander http://www.gamasutra.com/blogs/MartinAnnander/20141215/230244/It_Came_from_the_Consoles.php Design,Smartphone/Tablet If you make the transition from consoles to mobile - don't expect it to be easy. This is a list of widely used control schemes and can hopefully inspire you to make your own next-generation games for touch devices without relying on console mechanics. http://www.gamasutra.com/blogs/MartinAnnander/20141215/230244/It_Came_from_the_Consoles.php Mon, 15 Dec 2014 01:49:00 EST Motivating Your Indie Team - Pt. 3 - by Katie Chironis http://www.gamasutra.com/blogs/KatieChironis/20141212/232187/Motivating_Your_Indie_Team__Pt_3.php Production,Indie It's no secret that motivation to finish is the thing which kills nearly every indie game project. But it doesn't have to be that way. Here are some helpful tips on keeping your team together, productive, and moving forward. http://www.gamasutra.com/blogs/KatieChironis/20141212/232187/Motivating_Your_Indie_Team__Pt_3.php Fri, 12 Dec 2014 02:59:00 EST The latest games trademark controversy: S.T.A.L.K.E.R. vs STALKER - by Jas Purewal http://www.gamasutra.com/blogs/JasPurewal/20141212/232235/The_latest_games_trademark_controversy_STALKER_vs_STALKER.php Business/Marketing,Console/PC,Indie,Smartphone/Tablet Video games lawyer Jas Purewal looks at the latest trademark spat in the games industry, between two video games developers both claiming to own the name rights to the STALKER series of video games. http://www.gamasutra.com/blogs/JasPurewal/20141212/232235/The_latest_games_trademark_controversy_STALKER_vs_STALKER.php Fri, 12 Dec 2014 01:55:00 EST Betting a $10 million Game on the Future of Education - by Oliver Miao http://www.gamasutra.com/blogs/OliverMiao/20141212/232183/Betting_a_10_million_Game_on_the_Future_of_Education.php Design,Smartphone/Tablet Change doesn’t happen without risks. And we’ve decided to bet Pixelberry’s flagship title, High School Story, on a chance to change the future of educational gaming. Get an in-depth look at the design decisions we made to balance learning with fun. http://www.gamasutra.com/blogs/OliverMiao/20141212/232183/Betting_a_10_million_Game_on_the_Future_of_Education.php Fri, 12 Dec 2014 01:53:00 EST Captain Toad and the core of Nintendo game design - by Christian Nutt http://www.gamasutra.com/blogs/ChristianNutt/20141212/232178/Captain_Toad_and_the_core_of_Nintendo_game_design.php Design,Console/PC What makes Captain Toad special -- what sets it apart? And how does it fit into Nintendo's body of design work? http://www.gamasutra.com/blogs/ChristianNutt/20141212/232178/Captain_Toad_and_the_core_of_Nintendo_game_design.php Fri, 12 Dec 2014 01:29:00 EST How Peggle Blast employs a most hated F2P tactic - by Ethan Levy http://www.gamasutra.com/blogs/EthanLevy/20141211/232049/How_Peggle_Blast_employs_a_most_hated_F2P_tactic.php Business/Marketing,Design,Social/Online,Smartphone/Tablet Peggle Blast is just as fun, whimsical and addictive as the original game. It also employs one of my most hated free-to-play monetization tactics. http://www.gamasutra.com/blogs/EthanLevy/20141211/232049/How_Peggle_Blast_employs_a_most_hated_F2P_tactic.php Thu, 11 Dec 2014 01:46:00 EST 5 Expo Tips For Indies - by Brian McRae http://www.gamasutra.com/blogs/BrianMcRae/20141211/232075/5_Expo_Tips_For_Indies.php Business/Marketing,Console/PC,Indie Playstation Experience marked our 3rd Expo of the year. Here's a bunch of stuff we learned along the way. http://www.gamasutra.com/blogs/BrianMcRae/20141211/232075/5_Expo_Tips_For_Indies.php Thu, 11 Dec 2014 01:46:00 EST Being JUST An Engineer - by Benjamin Quintero http://www.gamasutra.com/blogs/BenjaminQuintero/20141210/232047/Being_JUST_An_Engineer.php Programming The question of what to do when the job titles run out is one that I'd imagine we all have to ask ourselves one day... I didn't think it would come so quickly. http://www.gamasutra.com/blogs/BenjaminQuintero/20141210/232047/Being_JUST_An_Engineer.php Wed, 10 Dec 2014 02:03:00 EST How To Get Work Composing for Games - by Ian Stocker http://www.gamasutra.com/blogs/IanStocker/20141209/231964/How_To_Get_Work_Composing_for_Games.php Audio,Business/Marketing,Indie Looking for work as a VGM composer? This is my condensed advice on how to break into the business, especially if you're out of personal contacts and have to resort to "cold emailing." http://www.gamasutra.com/blogs/IanStocker/20141209/231964/How_To_Get_Work_Composing_for_Games.php Tue, 09 Dec 2014 03:42:00 EST Unity Couch Game Prototype Part 4 (Hauler) - by Brent Knowles http://www.gamasutra.com/blogs/BrentKnowles/20141209/231960/Unity_Couch_Game_Prototype_Part_4_Hauler.php Design,Indie This post examines the reasons behind a major design change I made in my Unity Prototype and how I used an old dice game to decide how that change should be implemented. http://www.gamasutra.com/blogs/BrentKnowles/20141209/231960/Unity_Couch_Game_Prototype_Part_4_Hauler.php Tue, 09 Dec 2014 02:59:00 EST The power of people who see the world in black and white - by Samuel Rantaeskola http://www.gamasutra.com/blogs/SamuelRantaeskola/20141209/231925/The_power_of_people_who_see_the_world_in_black_and_white.php Design,Production,Console/PC Some people are gifted with a perfect connection between their desires and their decision making. They know exactly what they like, and more importantly, what they don’t like. They are what I like to call a black and white person, there is no in between. http://www.gamasutra.com/blogs/SamuelRantaeskola/20141209/231925/The_power_of_people_who_see_the_world_in_black_and_white.php Tue, 09 Dec 2014 01:23:00 EST Positive play: The benefits of video gaming - by Mark Griffiths http://www.gamasutra.com/blogs/MarkGriffiths/20141209/231727/Positive_play_The_benefits_of_video_gaming.php Business/Marketing,Design,Console/PC,Serious There is a wealth of research showing that video games can have innovative educational and therapeutic uses, as well as many studies showing that playing video games can increase reaction times and increase hand-eye co-ordination. Find out more. http://www.gamasutra.com/blogs/MarkGriffiths/20141209/231727/Positive_play_The_benefits_of_video_gaming.php Tue, 09 Dec 2014 01:23:00 EST The messy interplay between Steam and uPlay in AC: Unity - by Ethan Levy http://www.gamasutra.com/blogs/EthanLevy/20141208/231739/The_messy_interplay_between_Steam_and_uPlay_in_AC_Unity.php Business/Marketing,Console/PC In this post, I analyze the checkout flow when buying in-game currency in Assassin's Creed Unity on Steam. The messy interplay between Steam and Unity introduces significant friction into the experience, likely reducing IAP revenue for both parties. http://www.gamasutra.com/blogs/EthanLevy/20141208/231739/The_messy_interplay_between_Steam_and_uPlay_in_AC_Unity.php Mon, 08 Dec 2014 01:44:00 EST Atmospheric scattering and “volumetric fog” algorithm – part 1 - by Bartlomiej Wronski http://www.gamasutra.com/blogs/BartlomiejWronski/20141208/226295/Atmospheric_scattering_and_volumetric_fog_algorithm__part_1.php Programming,Art,Console/PC This post series will cover atmospheric scattering phenomenon, related visual effects and their use in games. It will also describe “Volumetric Fog” algorithm, an efficient and unified way to reproduce physically based light single-scattering in real time http://www.gamasutra.com/blogs/BartlomiejWronski/20141208/226295/Atmospheric_scattering_and_volumetric_fog_algorithm__part_1.php Mon, 08 Dec 2014 01:44:00 EST The Era of Monetizing Pain & Misery in Games is Over - by Seppo Helava http://www.gamasutra.com/blogs/SeppoHelava/20141205/231664/The_Era_of_Monetizing_Pain__Misery_in_Games_is_Over.php Business/Marketing,Design,Indie,Social/Online,Smartphone/Tablet Free to Play leaves a bad taste in most developers' mouths, but only because the dominant forces in the last few years have wielded the mechanics of F2P like a hammer. This isn't what it has to be, and a new wave of games is showing there is a better way. http://www.gamasutra.com/blogs/SeppoHelava/20141205/231664/The_Era_of_Monetizing_Pain__Misery_in_Games_is_Over.php Fri, 05 Dec 2014 06:45:00 EST A Few Words About DYING LIGHT - by Dan Jolley http://www.gamasutra.com/blogs/DanJolley/20141205/231665/A_Few_Words_About_DYING_LIGHT.php Design,Console/PC Digging into Techland's problematic history with depictions of female characters, and what they're doing about it now. http://www.gamasutra.com/blogs/DanJolley/20141205/231665/A_Few_Words_About_DYING_LIGHT.php Fri, 05 Dec 2014 06:45:00 EST Where We Are, And Where We'll Be - by Laralyn McWilliams http://www.gamasutra.com/blogs/LaralynMcWilliams/20141205/231656/Where_We_Are_And_Where_Well_Be.php We can all change. Sometimes it takes an event we'd never want and pain we wouldn't wish on anyone to drive that change. http://www.gamasutra.com/blogs/LaralynMcWilliams/20141205/231656/Where_We_Are_And_Where_Well_Be.php Fri, 05 Dec 2014 02:54:00 EST Sharing Power-ups Between Different Games - by Nathan Fouts http://www.gamasutra.com/blogs/NathanFouts/20141204/231568/Sharing_Powerups_Between_Different_Games.php Design,Programming,Smartphone/Tablet An idea for gamers to send powerup-style help between completely different games when played next to each other. http://www.gamasutra.com/blogs/NathanFouts/20141204/231568/Sharing_Powerups_Between_Different_Games.php Thu, 04 Dec 2014 03:55:00 EST I Wish Upon a Steam - by Lars Doucet http://www.gamasutra.com/blogs/LarsDoucet/20141204/231576/I_Wish_Upon_a_Steam.php Business/Marketing,Production,Console/PC,Indie A detailed analysis of Steam post-Discovery Update: wishlists, discovery, sales, traffic, and more. http://www.gamasutra.com/blogs/LarsDoucet/20141204/231576/I_Wish_Upon_a_Steam.php Thu, 04 Dec 2014 03:55:00 EST China Mobile Game Market: What You Need to Know! - by Joseph Kim http://www.gamasutra.com/blogs/JosephKim/20141204/231509/China_Mobile_Game_Market_What_You_Need_to_Know.php Business/Marketing,Design,Smartphone/Tablet Interview with three veteran executives from top Chinese mobile game publishing companies to get the latest perspective on the Chinese mobile game market and the opportunity for Western developers to publish in China. http://www.gamasutra.com/blogs/JosephKim/20141204/231509/China_Mobile_Game_Market_What_You_Need_to_Know.php Thu, 04 Dec 2014 03:55:00 EST The Circular Evolution of Subterfuge's Business Model - by ron carmel http://www.gamasutra.com/blogs/RonCarmel/20141203/231456/The_Circular_Evolution_of_Subterfuges_Business_Model.php Business/Marketing,Indie,Smartphone/Tablet,Mobile Games How do you make a living from a week-long multi-player-only game that requires players to be interested in both a diplomacy and a strategy? We're not sure yet, but here's how our thinking has evolved over the last 2 years. http://www.gamasutra.com/blogs/RonCarmel/20141203/231456/The_Circular_Evolution_of_Subterfuges_Business_Model.php Wed, 03 Dec 2014 04:08:00 EST Panel: The Rising Cost of User Acquisition - by Nils Pihl http://www.gamasutra.com/blogs/NilsPihl/20141203/231415/Panel_The_Rising_Cost_of_User_Acquisition.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet Decoding the Game returns with a panel discussion on the rising cost of user acquisition, the problem of discovery, and the future of independent game publishing. What has caused the rising cost? Are there any historical parallels, and how do we respond? http://www.gamasutra.com/blogs/NilsPihl/20141203/231415/Panel_The_Rising_Cost_of_User_Acquisition.php Wed, 03 Dec 2014 04:08:00 EST The surprising complications behind each level up - by Cassandra Khaw http://www.gamasutra.com/blogs/CassandraKhaw/20141203/231203/The_surprising_complications_behind_each_level_up.php Programming,Console/PC,Indie Cross-posted dev log post examining the stat balancing process of each level-up. Warning: Has numbers. http://www.gamasutra.com/blogs/CassandraKhaw/20141203/231203/The_surprising_complications_behind_each_level_up.php Wed, 03 Dec 2014 04:08:00 EST Game Info Discoverability – Top 5 Lessons From ‘Games We Care About’ - by Simon Carless http://www.gamasutra.com/blogs/SimonCarless/20141202/231379/Game_Info_Discoverability__Top_5_Lessons_From_Games_We_Care_About.php Business/Marketing,Design,Indie Independent game developers – and anyone promoting things online, actually – should probably think about these top 5 things when displaying info about their product. http://www.gamasutra.com/blogs/SimonCarless/20141202/231379/Game_Info_Discoverability__Top_5_Lessons_From_Games_We_Care_About.php Tue, 02 Dec 2014 03:57:00 EST PR Monitoring - October and November 2014 - by Thomas Bidaux http://www.gamasutra.com/blogs/ThomasBidaux/20141202/231310/PR_Monitoring__October_and_November_2014.php Business/Marketing,Console/PC,Indie,Social/Online From the usual PR monitoring we do on video games, looking this time at the past two months, usually regarded as the busiest in the year with AAA games releases. Rightfully so. http://www.gamasutra.com/blogs/ThomasBidaux/20141202/231310/PR_Monitoring__October_and_November_2014.php Tue, 02 Dec 2014 02:07:00 EST Tractor tracks - by Samuel Rantaeskola http://www.gamasutra.com/blogs/SamuelRantaeskola/20141202/231331/Tractor_tracks.php Production,Console/PC Most studios have a lot of deep tractor tracks running through their ways-of-working. These are remnants of past times, ways you did it back in 2005. It causes friction to try to change them, and why should you even bother? http://www.gamasutra.com/blogs/SamuelRantaeskola/20141202/231331/Tractor_tracks.php Tue, 02 Dec 2014 02:07:00 EST The Rise of Game Neuroeconomics - by Ramin Shokrizade http://www.gamasutra.com/blogs/RaminShokrizade/20141202/230756/The_Rise_of_Game_Neuroeconomics.php Business/Marketing,Design,Console/PC,Serious,Social/Online,Smartphone/Tablet This is an excerpt of Ramin Shokrizade's recent talk at the Captivate Conference where he proposes that an increased knowledge of how games affect us physiologically, when combined with virtual economics, will change our games and industry forever. http://www.gamasutra.com/blogs/RaminShokrizade/20141202/230756/The_Rise_of_Game_Neuroeconomics.php Tue, 02 Dec 2014 01:56:00 EST 11 more "need to knows" about game design - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20141201/231249/11_more_quotneed_to_knowsquot_about_game_design.php Design,Console/PC,Indie Follow-up to the original 10. This was created for the benefit of relatively inexperienced game designers, as "pros" know it already. But summaries are often useful. The video (screencast) is more than 12 minutes long. http://www.gamasutra.com/blogs/LewisPulsipher/20141201/231249/11_more_quotneed_to_knowsquot_about_game_design.php Mon, 01 Dec 2014 01:17:00 EST Walkthrough of making a Match-3 game map - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20141201/231171/Walkthrough_of_making_a_Match3_game_map.php Design,Production,Art,Social/Online,Smartphone/Tablet Today most popular mobile games have a progress map. This article is our walkthrough of making the art work of one Match-3 game map. http://www.gamasutra.com/blogs/JunxueLi/20141201/231171/Walkthrough_of_making_a_Match3_game_map.php Mon, 01 Dec 2014 01:06:00 EST The Kevin Patterson Experience – Video Games' 'Exit Through The Gift Shop'? - by Simon Carless http://www.gamasutra.com/blogs/SimonCarless/20141130/231221/The_Kevin_Patterson_Experience__Video_Games_Exit_Through_The_Gift_Shop.php Design,Indie Why 'one of the most wonderful performance art happenings in recent history' is about art and video games. http://www.gamasutra.com/blogs/SimonCarless/20141130/231221/The_Kevin_Patterson_Experience__Video_Games_Exit_Through_The_Gift_Shop.php Sun, 30 Nov 2014 05:01:00 EST Amiibo: How did Nintendo do, and where can it go from here? - by Christian Nutt http://www.gamasutra.com/blogs/ChristianNutt/20141125/231001/Amiibo_How_did_Nintendo_do_and_where_can_it_go_from_here.php Business/Marketing,Console/PC How are the Amiibo figurines? How is the Smash Bros. gameplay using them? And more importantly -- where does Nintendo go from here? http://www.gamasutra.com/blogs/ChristianNutt/20141125/231001/Amiibo_How_did_Nintendo_do_and_where_can_it_go_from_here.php Tue, 25 Nov 2014 07:04:00 EST Repeatable success - by Samuel Rantaeskola http://www.gamasutra.com/blogs/SamuelRantaeskola/20141125/230979/Repeatable_success.php Production,Console/PC Creating a hit game is a huge challenge, but following up on a hit with another hit is as difficult. How do you go about creating repeatable success? http://www.gamasutra.com/blogs/SamuelRantaeskola/20141125/230979/Repeatable_success.php Tue, 25 Nov 2014 01:24:00 EST How facial expressions were made in Y2K - by Cassandra Khaw http://www.gamasutra.com/blogs/CassandraKhaw/20141125/230934/How_facial_expressions_were_made_in_Y2K.php Design,Art,Console/PC,Indie Cross-posted dev blog on the creation of facial animation in the upcoming JRPG Y2K, as well as the inspirations behind it. http://www.gamasutra.com/blogs/CassandraKhaw/20141125/230934/How_facial_expressions_were_made_in_Y2K.php Tue, 25 Nov 2014 01:24:00 EST Bro-shaming: it's about power, not inclusiveness - by Neil Sorens http://www.gamasutra.com/blogs/NeilSorens/20141124/230791/Broshaming_its_about_power_not_inclusiveness.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet Why I oppose "bro-shaming" for reasons of creative freedom, even though I dislike the "bro" games and culture http://www.gamasutra.com/blogs/NeilSorens/20141124/230791/Broshaming_its_about_power_not_inclusiveness.php Mon, 24 Nov 2014 03:52:00 EST Quality of Life in Subterfuge - by ron carmel http://www.gamasutra.com/blogs/RonCarmel/20141124/230741/Quality_of_Life_in_Subterfuge.php Design,Indie,Social/Online,Smartphone/Tablet One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal. http://www.gamasutra.com/blogs/RonCarmel/20141124/230741/Quality_of_Life_in_Subterfuge.php Mon, 24 Nov 2014 03:52:00 EST Motivating Your Indie Team - Pt. 2 - by Katie Chironis http://www.gamasutra.com/blogs/KatieChironis/20141124/230812/Motivating_Your_Indie_Team__Pt_2.php Production,Indie It's no secret that motivation to finish is the thing which kills nearly every indie game project. But it doesn't have to be that way. Here are some helpful tips on keeping your team together, productive, and moving forward. http://www.gamasutra.com/blogs/KatieChironis/20141124/230812/Motivating_Your_Indie_Team__Pt_2.php Mon, 24 Nov 2014 03:52:00 EST The Science of Eyeballs in Y2K - by Cassandra Khaw http://www.gamasutra.com/blogs/CassandraKhaw/20141124/230772/The_Science_of_Eyeballs_in_Y2K.php Design,Art,Console/PC,Indie Cross-posted dev blog on the complexities of creating a character model, and the surprising intricacies of developing eyeballs. http://www.gamasutra.com/blogs/CassandraKhaw/20141124/230772/The_Science_of_Eyeballs_in_Y2K.php Mon, 24 Nov 2014 02:02:00 EST World of Warcraft: Ten Years of Change - by Laralyn McWilliams http://www.gamasutra.com/blogs/LaralynMcWilliams/20141121/230752/World_of_Warcraft_Ten_Years_of_Change.php Business/Marketing,Design,Production,Console/PC,Social/Online It's World of Warcraft's tenth anniversary! The game has remained so popular (and profitable) not just because the team working on it is talented and dedicated, but also because they're not afraid of change. http://www.gamasutra.com/blogs/LaralynMcWilliams/20141121/230752/World_of_Warcraft_Ten_Years_of_Change.php Fri, 21 Nov 2014 02:24:00 EST Ten Years of World of Warcraft - by Raph Koster http://www.gamasutra.com/blogs/RaphKoster/20141121/230748/Ten_Years_of_World_of_Warcraft.php Design,Console/PC,Social/Online World of Warcraft has now been with us for ten years, dominating the MMO landscape in the Western market. From where did it spring, why was it so successful, and what has its influence been on MMOs? http://www.gamasutra.com/blogs/RaphKoster/20141121/230748/Ten_Years_of_World_of_Warcraft.php Fri, 21 Nov 2014 02:24:00 EST GameStop & Nintendo: Game devaluation must stop - by Matt Matthews http://www.gamasutra.com/blogs/MattMatthews/20141121/230684/GameStop__Nintendo_Game_devaluation_must_stop.php Business/Marketing,Console/PC You've heard Nintendo's Iwata say it, and now GameStop's joining in: Don't drive game values to zero. http://www.gamasutra.com/blogs/MattMatthews/20141121/230684/GameStop__Nintendo_Game_devaluation_must_stop.php Fri, 21 Nov 2014 02:24:00 EST Analysing Gamification with the SAMR Model - by Andrzej Marczewski http://www.gamasutra.com/blogs/AndrzejMarczewski/20141121/230707/Analysing_Gamification_with_the_SAMR_Model.php Design,Serious SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well! http://www.gamasutra.com/blogs/AndrzejMarczewski/20141121/230707/Analysing_Gamification_with_the_SAMR_Model.php Fri, 21 Nov 2014 02:24:00 EST Bringing Aaaaa! and Jack Lumber to WebGL in the Humble Bundle - by Alex Schwartz http://www.gamasutra.com/blogs/AlexSchwartz/20141120/230573/Bringing_Aaaaa_and_Jack_Lumber_to_WebGL_in_the_Humble_Bundle.php Business/Marketing,Programming,Console/PC,Indie The team at Owlchemy Labs discusses the process of bringing two Unity-based titles to WebGL using the alpha version of Unity 5 and breaks down the porting process from an engineering and design standpoint. http://www.gamasutra.com/blogs/AlexSchwartz/20141120/230573/Bringing_Aaaaa_and_Jack_Lumber_to_WebGL_in_the_Humble_Bundle.php Thu, 20 Nov 2014 01:40:00 EST Steam Traffic Patterns Deep Dive - by Lars Doucet http://www.gamasutra.com/blogs/LarsDoucet/20141119/230553/Steam_Traffic_Patterns_Deep_Dive.php Business/Marketing,Production,Console/PC,Indie Let's analyze nearly 2 months of traffic patterns on "New Steam" http://www.gamasutra.com/blogs/LarsDoucet/20141119/230553/Steam_Traffic_Patterns_Deep_Dive.php Wed, 19 Nov 2014 04:17:00 EST