Gamasutra.com - Member Blogs http://www.gamasutra.com/blogs/member/ Gamasutra Blogs Mon, 21 Apr 2014 12:42:28 EDT en-us scarless@think-services.com (Simon Carless) Nobody Was Mean or: How I Learned to Stop Worryiing and Love the FPS - by Stacey Mason http://www.gamasutra.com/blogs/StaceyMason/20140420/215850/Nobody_Was_Mean_or_How_I_Learned_to_Stop_Worryiing_and_Love_the_FPS.php A young game designer finds herself apprehensive about engaging with the online FPS community, but overcomes her anxieties to discover that they might have been unfounded in the first place. http://www.gamasutra.com/blogs/StaceyMason/20140420/215850/Nobody_Was_Mean_or_How_I_Learned_to_Stop_Worryiing_and_Love_the_FPS.php Sun, 20 Apr 2014 07:28:00 EDT Map of the Irish Games Industry - by Jamie McCormick http://www.gamasutra.com/blogs/JamieMcCormick/20140420/215845/Map_of_the_Irish_Games_Industry.php In follow up to http://www.gamasutra.com/blogs/JamieMcCormick/20130619/194663/Meanwhile_over_in_Ireland_A_Games_Industry_is_Born.php , the first all Ireland map of the games industry is now up at http://getirishgames.ie http://www.gamasutra.com/blogs/JamieMcCormick/20140420/215845/Map_of_the_Irish_Games_Industry.php Sun, 20 Apr 2014 09:43:00 EDT Are Innovative Games Too Risky for Kickstarter? - by Christopher Jennewein http://www.gamasutra.com/blogs/ChristopherJennewein/20140419/215756/Are_Innovative_Games_Too_Risky_for_Kickstarter.php Currently running a Kickstarter for innovative Party-RTS game Hex Heroes for Wii U and PC, devs from Prismatic reflect on why Hex Heroes wasn't funded in its first three-quarters of the campaign. http://www.gamasutra.com/blogs/ChristopherJennewein/20140419/215756/Are_Innovative_Games_Too_Risky_for_Kickstarter.php Sat, 19 Apr 2014 04:11:00 EDT 10 Insightful Playtest Questions - by Wesley Rockholz http://www.gamasutra.com/blogs/WesleyRockholz/20140418/215819/10_Insightful_Playtest_Questions.php I brainstormed 10 questions that have the potential to produce valuable insights in almost any playtest questionnaire. http://www.gamasutra.com/blogs/WesleyRockholz/20140418/215819/10_Insightful_Playtest_Questions.php Fri, 18 Apr 2014 07:47:00 EDT Audience Specific COPPA Compliance Approaches 101 - by Roy Smith http://www.gamasutra.com/blogs/RoySmith/20140418/215802/Audience_Specific_COPPA_Compliance_Approaches_101.php Different games have different audiences, and the target audience for your game largely determines the approach you need to take to comply with US COPPA law. This post is audience-specific COPPA approaches for game developers 101. http://www.gamasutra.com/blogs/RoySmith/20140418/215802/Audience_Specific_COPPA_Compliance_Approaches_101.php Fri, 18 Apr 2014 11:14:00 EDT OpenGL Development Cookbook - by Bartlomiej Filipek http://www.gamasutra.com/blogs/BartlomiejFilipek/20140418/215794/OpenGL_Development_Cookbook.php Review of a very interesting book about Modern OpenGL Application Development. http://www.gamasutra.com/blogs/BartlomiejFilipek/20140418/215794/OpenGL_Development_Cookbook.php Fri, 18 Apr 2014 09:56:00 EDT The Flow Path: How I beat burnout and started having fun making games again - by Kee-Won Hong http://www.gamasutra.com/blogs/KeeWonHong/20140418/215785/The_Flow_Path_How_I_beat_burnout_and_started_having_fun_making_games_again.php This is a response to my post Mistakes Were Made, and focuses on some things that have been helping me on the emotional/mental side. I discuss the dangers of crunch, the wonder of flow and my path to recovery from burnout. http://www.gamasutra.com/blogs/KeeWonHong/20140418/215785/The_Flow_Path_How_I_beat_burnout_and_started_having_fun_making_games_again.php Fri, 18 Apr 2014 08:39:00 EDT Lessons Competitive Games Can Teach - by Jeff Alexander http://www.gamasutra.com/blogs/JeffAlexander/20140418/215760/Lessons_Competitive_Games_Can_Teach.php Lessons from competitive gaming can be broadly applicable to life in general. http://www.gamasutra.com/blogs/JeffAlexander/20140418/215760/Lessons_Competitive_Games_Can_Teach.php Fri, 18 Apr 2014 03:02:00 EDT Credit Cards and Geolocation - by Ulyana Chernyak Xsolla http://www.gamasutra.com/blogs/UlyanaChernyakXsolla/20140417/215744/Credit_Cards_and_Geolocation.php How can Credit Cards aid in Geolocation and Gaming: from standard techniques such as discovering a user’s IP address to more sophisticated methods such as identifying bank location, telephone area code, email address. http://www.gamasutra.com/blogs/UlyanaChernyakXsolla/20140417/215744/Credit_Cards_and_Geolocation.php Thu, 17 Apr 2014 05:46:00 EDT Reflections on an Indie Failure – StarLicker Postmortem - by Hayden Cacace http://www.gamasutra.com/blogs/HaydenCacace/20140417/215695/Reflections_on_an_Indie_Failure__StarLicker_Postmortem.php A postmortem about Heartonomy's iOS game StarLicker. The game was not a success, and in this article the developers reflect on the mistakes that were made and what they learned from them. http://www.gamasutra.com/blogs/HaydenCacace/20140417/215695/Reflections_on_an_Indie_Failure__StarLicker_Postmortem.php Thu, 17 Apr 2014 12:54:00 EDT Stop-Motion Animation Reflection - by Wesley Rockholz http://www.gamasutra.com/blogs/WesleyRockholz/20140417/215712/StopMotion_Animation_Reflection.php Reflecting on my first attempt at a stop-motion animation film. http://www.gamasutra.com/blogs/WesleyRockholz/20140417/215712/StopMotion_Animation_Reflection.php Thu, 17 Apr 2014 12:33:00 EDT Level Design Using the Elements of Art and Principles of Design Part I - by Wesley Rockholz http://www.gamasutra.com/blogs/WesleyRockholz/20140417/215710/Level_Design_Using_the_Elements_of_Art_and_Principles_of_Design_Part_I.php Applying the basic elements and principles of art and design to level design to create a world that is intuitive and balanced (or not, if you so desire). http://www.gamasutra.com/blogs/WesleyRockholz/20140417/215710/Level_Design_Using_the_Elements_of_Art_and_Principles_of_Design_Part_I.php Thu, 17 Apr 2014 12:31:00 EDT Balancing Randomness with Player Choice - by Wesley Rockholz http://www.gamasutra.com/blogs/WesleyRockholz/20140417/215708/Balancing_Randomness_with_Player_Choice.php My thoughts on balancing the unpredictability and lack of control caused by randomness in a game by providing facets for player decision making. http://www.gamasutra.com/blogs/WesleyRockholz/20140417/215708/Balancing_Randomness_with_Player_Choice.php Thu, 17 Apr 2014 12:27:00 EDT Welcome to My Blog! - by Wesley Rockholz http://www.gamasutra.com/blogs/WesleyRockholz/20140417/215706/Welcome_to_My_Blog.php Hi readers, I’m Wes Rockholz, a Game Design and Development student at Rochester Institute of Technology. Welcome to my new professional blog! http://www.gamasutra.com/blogs/WesleyRockholz/20140417/215706/Welcome_to_My_Blog.php Thu, 17 Apr 2014 12:24:00 EDT Diversity, Halo, and the 'sexual/political agenda' of Fragments of Him - by Mata Haggis http://www.gamasutra.com/blogs/MataHaggis/20140417/215668/Diversity_Halo_and_the_sexualpolitical_agenda_of_Fragments_of_Him.php Why is it that games that address issues of diversity are often described as having an 'agenda', regardless of content, when mainstream titles are not given this label? Inspired by the recent Different Games conference, this post discusses this phenomena. http://www.gamasutra.com/blogs/MataHaggis/20140417/215668/Diversity_Halo_and_the_sexualpolitical_agenda_of_Fragments_of_Him.php Thu, 17 Apr 2014 12:11:00 EDT My audacious adventures of music and sound effects - by Sarah Wallace http://www.gamasutra.com/blogs/SarahWallace/20140417/215697/My_audacious_adventures_of_music_and_sound_effects.php My highs and lows as I try and make my own music and sound effects for the first time. http://www.gamasutra.com/blogs/SarahWallace/20140417/215697/My_audacious_adventures_of_music_and_sound_effects.php Thu, 17 Apr 2014 11:28:00 EDT Are you Protecting Your Business from its Employees? - by Jonathan Sparks http://www.gamasutra.com/blogs/JonathanSparks/20140417/215665/Are_you_Protecting_Your_Business_from_its_Employees.php How to protect the most valuable assets of your company with modern legal tech. http://www.gamasutra.com/blogs/JonathanSparks/20140417/215665/Are_you_Protecting_Your_Business_from_its_Employees.php Thu, 17 Apr 2014 07:57:00 EDT How to prepare isometric assets for your games - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20140417/215654/How_to_prepare_isometric_assets_for_your_games.php This article is about the planning and art production of isometric assets.It starts from the project definition and planning, covers tips in 3D render setup and 2D post production. http://www.gamasutra.com/blogs/JunxueLi/20140417/215654/How_to_prepare_isometric_assets_for_your_games.php Thu, 17 Apr 2014 06:45:00 EDT Postmortem: Our first Rezzed exhibition - by Sergio Rosa http://www.gamasutra.com/blogs/SergioRosa/20140417/215640/Postmortem_Our_first_Rezzed_exhibition.php Rezzed was an amazing event and I met a lot of very nice people. Also, people were mostly surprised we had gone from the other side of the world just to present the game at the event, all the way from El Salvador. http://www.gamasutra.com/blogs/SergioRosa/20140417/215640/Postmortem_Our_first_Rezzed_exhibition.php Thu, 17 Apr 2014 01:08:00 EDT Winning at DevOps: Increase Revenue by Protecting the Player Experience - by Dave Ewart http://www.gamasutra.com/blogs/DaveEwart/20140416/215615/Winning_at_DevOps_Increase_Revenue_by_Protecting_the_Player_Experience.php When you think about the big levers of revenue and profitability in online games, DevOps isn't the first to come to mind. But done right, an investment in DevOps function can actually deliver more to the bottom line than the best marketing campaign. http://www.gamasutra.com/blogs/DaveEwart/20140416/215615/Winning_at_DevOps_Increase_Revenue_by_Protecting_the_Player_Experience.php Wed, 16 Apr 2014 05:31:00 EDT Should We Fight Piracy? - by Koen Deetman http://www.gamasutra.com/blogs/KoenDeetman/20140416/215613/Should_We_Fight_Piracy.php As developers of digital products we have to deal with piracy at some point. Especially if we sell our games through traditional models. Have gamers become so greedy they do not want to spend money on games anymore? http://www.gamasutra.com/blogs/KoenDeetman/20140416/215613/Should_We_Fight_Piracy.php Wed, 16 Apr 2014 03:31:00 EDT Let there be shadow! - by Joey Fladderak http://www.gamasutra.com/blogs/JoeyFladderak/20140416/215612/Let_there_be_shadow.php In this post I will explain how you can get shadows in your own custom vertex/fragment shader in Unity3D. http://www.gamasutra.com/blogs/JoeyFladderak/20140416/215612/Let_there_be_shadow.php Wed, 16 Apr 2014 03:08:00 EDT Cube & Star: An Arbitrary Postmortem: Part 4 - by Joshua McGrath http://www.gamasutra.com/blogs/JoshuaMcGrath/20140416/215268/Cube__Star_An_Arbitrary_Postmortem_Part_4.php The best laid plans of mice and men come to fruition. Part Four of the subjective post-mortem of Cube & Star: An Arbitrary Love. Developed in Unity, by a single man. Winner of Intel LevelUp and Indiecade finalist. http://www.gamasutra.com/blogs/JoshuaMcGrath/20140416/215268/Cube__Star_An_Arbitrary_Postmortem_Part_4.php Wed, 16 Apr 2014 02:39:00 EDT Power of encouragement - by Anton Temba http://www.gamasutra.com/blogs/AntonTemba/20140416/215609/Power_of_encouragement.php Find out about the most influential tool a game designer wields: The Power of Encouragement. Detailed explanation of what it is, how to use it, as well as a look the at potential risks and opportunities involved with using this power. http://www.gamasutra.com/blogs/AntonTemba/20140416/215609/Power_of_encouragement.php Wed, 16 Apr 2014 02:10:00 EDT PC Gaming Master Race: Some Empirical Data - by Matthew White http://www.gamasutra.com/blogs/MatthewWhite/20140416/215439/PC_Gaming_Master_Race_Some_Empirical_Data.php Actual scientific test of the keyboard and mouse / controller debate. http://www.gamasutra.com/blogs/MatthewWhite/20140416/215439/PC_Gaming_Master_Race_Some_Empirical_Data.php Wed, 16 Apr 2014 01:17:00 EDT Why you need a copyright registration before you do a DMCA takedown - by Zachary Strebeck http://www.gamasutra.com/blogs/ZacharyStrebeck/20140416/215607/Why_you_need_a_copyright_registration_before_you_do_a_DMCA_takedown.php California copyright lawyer Zachary Strebeck examines the reasons for registering a copyright and why it may be necessary if you plan to file a DMCA takedown notice. http://www.gamasutra.com/blogs/ZacharyStrebeck/20140416/215607/Why_you_need_a_copyright_registration_before_you_do_a_DMCA_takedown.php Wed, 16 Apr 2014 01:07:00 EDT Procedural Dynamic Room Generation in "ARE" - by Aaron Chapin http://www.gamasutra.com/blogs/AaronChapin/20140416/215456/Procedural_Dynamic_Room_Generation_in_quotAREquot.php Our Global Game Jam Game, ARE, we needed levels that were procedurally generated on the fly. In this post, I outline how I set about implementing this feature in the little time I had. http://www.gamasutra.com/blogs/AaronChapin/20140416/215456/Procedural_Dynamic_Room_Generation_in_quotAREquot.php Wed, 16 Apr 2014 01:01:00 EDT The Evolution of Racing Video Games - by Suzanne Ritter http://www.gamasutra.com/blogs/SuzanneRitter/20140416/215602/The_Evolution_of_Racing_Video_Games.php Racing video games have come a long way in the past 50 years... this infographic charts their ascent from the arcade to the all-action blowout of console games today. http://www.gamasutra.com/blogs/SuzanneRitter/20140416/215602/The_Evolution_of_Racing_Video_Games.php Wed, 16 Apr 2014 12:23:00 EDT We Ask Indies: Diego Cathalifaud, creator of roguelikes Amber Halls and Power Grounds! - by Nico Saraintaris http://www.gamasutra.com/blogs/NicoSaraintaris/20140416/215597/We_Ask_Indies_Diego_Cathalifaud_creator_of_roguelikes_Amber_Halls_and_Power_Grounds.php Diego Cathalifaud is a really interesting gamedev from Santiago, Chile. In this Q&A he talks about roguelikes, game design, favourite devs and yelling! http://www.gamasutra.com/blogs/NicoSaraintaris/20140416/215597/We_Ask_Indies_Diego_Cathalifaud_creator_of_roguelikes_Amber_Halls_and_Power_Grounds.php Wed, 16 Apr 2014 11:19:00 EDT Rebranding Beta Testing with Baldur’s Gate: Enhanced Edition - by Dee Pennyway http://www.gamasutra.com/blogs/DeePennyway/20140416/215595/Rebranding_Beta_Testing_with_Baldurs_Gate_Enhanced_Edition.php Imagine the scenario: a massive repository of bug fixes and new features, a hungry community waiting for a patch, and limited time and resources for thorough testing. How do you make sure the patch is stable before releasing it? http://www.gamasutra.com/blogs/DeePennyway/20140416/215595/Rebranding_Beta_Testing_with_Baldurs_Gate_Enhanced_Edition.php Wed, 16 Apr 2014 11:15:00 EDT I Went to the Woods: Tracy Fullerton - by Daniel Shumway http://www.gamasutra.com/blogs/DanielShumway/20140416/215392/I_Went_to_the_Woods_Tracy_Fullerton.php Tracy Fullerton attends RIT's Digital Humanities Distinguished Speaker Series and reflects on her experiences using atypical narrative to drive games towards a sense of "sublime." http://www.gamasutra.com/blogs/DanielShumway/20140416/215392/I_Went_to_the_Woods_Tracy_Fullerton.php Wed, 16 Apr 2014 09:09:00 EDT Getting Your Unity Game on Vita with "Unity for PSM" - by Travis Jones http://www.gamasutra.com/blogs/TravisJones/20140415/215518/Getting_Your_Unity_Game_on_Vita_with_quotUnity_for_PSMquot.php After it was announced that Unity would support PSM Vita games, I decided to try deploying my current project to my Vita. These are the steps I followed and some useful information about the process. http://www.gamasutra.com/blogs/TravisJones/20140415/215518/Getting_Your_Unity_Game_on_Vita_with_quotUnity_for_PSMquot.php Tue, 15 Apr 2014 07:51:00 EDT Virtual Reality Controller Patent Landscape Analysis - by Dat Nguyen http://www.gamasutra.com/blogs/DatNguyen/20140415/215521/Virtual_Reality_Controller_Patent_Landscape_Analysis.php This article analyzes the virtual reality controller patent landscape by identifying patenting trends in the area, key patent holders in the area, and potential risks faced by new companies entering the virtual reality gaming space. http://www.gamasutra.com/blogs/DatNguyen/20140415/215521/Virtual_Reality_Controller_Patent_Landscape_Analysis.php Tue, 15 Apr 2014 01:39:00 EDT Cube & Star: An Arbitrary Postmortem: Part 3. - by Joshua McGrath http://www.gamasutra.com/blogs/JoshuaMcGrath/20140415/215267/Cube__Star_An_Arbitrary_Postmortem_Part_3.php Differentiating a demo from a full game. Our reach exceeds our grasp. Part Three of the subjective post-mortem of Cube & Star: An Arbitrary Love. Developed in Unity, by a single man. Winner of Intel LevelUp and IndieCade finalist http://www.gamasutra.com/blogs/JoshuaMcGrath/20140415/215267/Cube__Star_An_Arbitrary_Postmortem_Part_3.php Tue, 15 Apr 2014 01:31:00 EDT Getting/Making Game Music that Fits - World Tour Series - Asian Music - by Harry Mack http://www.gamasutra.com/blogs/HarryMack/20140415/215530/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Asian_Music.php Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. This entry focuses on Asian music. http://www.gamasutra.com/blogs/HarryMack/20140415/215530/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Asian_Music.php Tue, 15 Apr 2014 01:26:00 EDT How to impact in Lifetime value (LTV) in F2P game monetization design? - by Pete Koistila http://www.gamasutra.com/blogs/PeteKoistila/20140415/215506/How_to_impact_in_Lifetime_value_LTV_in_F2P_game_monetization_design.php In order to create economically successful game your Lifetime value (LTV) needs to be greater than Cost per acquisition (CPA). What factors affect to this success formula (LTV > CPA)? What is the relationship between LTV and players’ lifecycle? http://www.gamasutra.com/blogs/PeteKoistila/20140415/215506/How_to_impact_in_Lifetime_value_LTV_in_F2P_game_monetization_design.php Tue, 15 Apr 2014 10:09:00 EDT Game monetization design: Analysis of Clash of Clans - by Pete Koistila http://www.gamasutra.com/blogs/PeteKoistila/20140415/215503/Game_monetization_design_Analysis_of_Clash_of_Clans.php Once you start you can’t stop. That’s Clash of Clans. Game is heavily addictive and sticky factor is very high. Let’s analyze why. http://www.gamasutra.com/blogs/PeteKoistila/20140415/215503/Game_monetization_design_Analysis_of_Clash_of_Clans.php Tue, 15 Apr 2014 09:35:00 EDT Organizing yourself when overwhelmed - by Catalin Marcu http://www.gamasutra.com/blogs/CatalinMarcu/20140415/215495/Organizing_yourself_when_overwhelmed.php When we feel overwhelmed, usually our work efficiency drops considerably. One of the best things to start with is to organize our work, no matter how much of it you have. http://www.gamasutra.com/blogs/CatalinMarcu/20140415/215495/Organizing_yourself_when_overwhelmed.php Tue, 15 Apr 2014 08:51:00 EDT How I got into games: on delayed artistic expression - by Lisa Brown http://www.gamasutra.com/blogs/LisaBrown/20140414/215471/How_I_got_into_games_on_delayed_artistic_expression.php A musing on delayed realization of how I used art to express a personal struggle turns into the long tale of how I got into games. http://www.gamasutra.com/blogs/LisaBrown/20140414/215471/How_I_got_into_games_on_delayed_artistic_expression.php Mon, 14 Apr 2014 09:50:00 EDT Your Players are Idiots (or: Press A to Jump!) - by Douglas Lynn http://www.gamasutra.com/blogs/DouglasLynn/20140414/215459/Your_Players_are_Idiots_or_Press_A_to_Jump.php Designing a tutorial that isn't completely in people's faces is a lot more difficult than it seems, especially with a unique game concept. I've discovered just how easy it is to forget that while you, the developer, know your game, players don't. At all. http://www.gamasutra.com/blogs/DouglasLynn/20140414/215459/Your_Players_are_Idiots_or_Press_A_to_Jump.php Mon, 14 Apr 2014 05:34:00 EDT EPXCON 2014 Postmortem - by Eric Neuhaus http://www.gamasutra.com/blogs/EricNeuhaus/20140414/215445/EPXCON_2014_Postmortem.php Making a public appearance as an indie developer for the first time ever is terrifying and exciting all at once. In my post, I talk a bit about my experience at the University of Iowa's EPXCON and what I learned from it. http://www.gamasutra.com/blogs/EricNeuhaus/20140414/215445/EPXCON_2014_Postmortem.php Mon, 14 Apr 2014 03:26:00 EDT Cube & Star: An Arbitrary Postmortem - Part 2. - by Joshua McGrath http://www.gamasutra.com/blogs/JoshuaMcGrath/20140414/215264/Cube__Star_An_Arbitrary_Postmortem__Part_2.php The importance of contests and exhibitionism: It's Part Two of the subjective post-mortem of Cube & Star: An Arbitrary Love. Developed in Unity, by a single man, and his crippling sense of doubt. Winner of Intel LevelUp and IndieCade finalist http://www.gamasutra.com/blogs/JoshuaMcGrath/20140414/215264/Cube__Star_An_Arbitrary_Postmortem__Part_2.php Mon, 14 Apr 2014 01:49:00 EDT Gaming and Healthcare: Let’s Take It to the Next Level - by Deepak Prakash http://www.gamasutra.com/blogs/DeepakPrakash/20140414/215429/Gaming_and_Healthcare_Lets_Take_It_to_the_Next_Level.php This post offers some fresh perspectives on the intersection of digital health technology and gaming. There are insights for game developers about the potential to integrate body sensing and real-time biometric data feeds into games. http://www.gamasutra.com/blogs/DeepakPrakash/20140414/215429/Gaming_and_Healthcare_Lets_Take_It_to_the_Next_Level.php Mon, 14 Apr 2014 11:38:00 EDT Emancipation, the very beginning. - by Armando Miguel Cerasoli Quintero http://www.gamasutra.com/blogs/ArmandoMiguelCerasoliQuintero/20140414/215402/Emancipation_the_very_beginning.php Today I start a new series of posts about my future game: Emancipation: Two Steps back. I want to talk about the tools, game design and concepts that I'll be using to program this game. http://www.gamasutra.com/blogs/ArmandoMiguelCerasoliQuintero/20140414/215402/Emancipation_the_very_beginning.php Mon, 14 Apr 2014 11:29:00 EDT In Defense of the Clones: The benefits of learning through imitation. - by Danielle Bailey http://www.gamasutra.com/blogs/DanielleBailey/20140414/215413/In_Defense_of_the_Clones_The_benefits_of_learning_through_imitation.php Confessions and lessons learned from a Flappy Bird Cloner http://www.gamasutra.com/blogs/DanielleBailey/20140414/215413/In_Defense_of_the_Clones_The_benefits_of_learning_through_imitation.php Mon, 14 Apr 2014 09:17:00 EDT The Art of Shadow of the Colossus (5/6): Music - by Frederic Fourcade http://www.gamasutra.com/blogs/FredericFourcade/20140414/215396/The_Art_of_Shadow_of_the_Colossus_56_Music.php The Shadow of the Colossus soundtrack. Nothing short of a thesis would appropriately cover this subject, so crucial to this work is the musical element and its rarely equaled depth. http://www.gamasutra.com/blogs/FredericFourcade/20140414/215396/The_Art_of_Shadow_of_the_Colossus_56_Music.php Mon, 14 Apr 2014 05:44:00 EDT The Culture of Netflix Binge Watching - by Vikrant Agarwal http://www.gamasutra.com/blogs/VikrantAgarwal/20140413/215393/The_Culture_of_Netflix_Binge_Watching.php Originally posted on my website: GeeksMirage.com http://www.gamasutra.com/blogs/VikrantAgarwal/20140413/215393/The_Culture_of_Netflix_Binge_Watching.php Sun, 13 Apr 2014 11:58:00 EDT Reels April 2014 - by Hannah Addington http://www.gamasutra.com/blogs/HannahAddington/20140413/215384/Reels_April_2014.php Here are my Demo Reels: Games and Cinematic Animation http://www.gamasutra.com/blogs/HannahAddington/20140413/215384/Reels_April_2014.php Sun, 13 Apr 2014 03:56:00 EDT 5 years of game development education – year 1 continued - by Joey Fladderak http://www.gamasutra.com/blogs/JoeyFladderak/20140412/215363/5_years_of_game_development_education__year_1_continued.php Looking back at 5 years of a game development education. In this post I will lead you through my first year and my experiences. http://www.gamasutra.com/blogs/JoeyFladderak/20140412/215363/5_years_of_game_development_education__year_1_continued.php Sat, 12 Apr 2014 10:56:00 EDT introducing YU - extremely retro 2D open world sandbox sci-fi RPG - by Otus Neuman http://www.gamasutra.com/blogs/OtusNeuman/20140412/214952/introducing_YU__extremely_retro_2D_open_world_sandbox_scifi_RPG.php i don't want to make a game for the heck of it, or for the humor of it, or for other game devs(or future game devs) to study as an "interesting artistic/technical specimen." i want to make an RPG for players to play http://www.gamasutra.com/blogs/OtusNeuman/20140412/214952/introducing_YU__extremely_retro_2D_open_world_sandbox_scifi_RPG.php Sat, 12 Apr 2014 01:16:00 EDT Improve Game Purchases: Short Credit Card Forms and One-Click Payment - by Ulyana Chernyak Xsolla http://www.gamasutra.com/blogs/UlyanaChernyakXsolla/20140411/215353/Improve_Game_Purchases_Short_Credit_Card_Forms_and_OneClick_Payment.php With one short form to fill out and one-click payment systems activated, it’s no surprise both that both users and developers stand to gain from an easy, saved credit card payment system. Users are saved the time, effort and less interruption. http://www.gamasutra.com/blogs/UlyanaChernyakXsolla/20140411/215353/Improve_Game_Purchases_Short_Credit_Card_Forms_and_OneClick_Payment.php Fri, 11 Apr 2014 05:27:00 EDT Cube & Star: An Arbitrary Postmortem - Part 1. - by Joshua McGrath http://www.gamasutra.com/blogs/JoshuaMcGrath/20140411/215185/Cube__Star_An_Arbitrary_Postmortem__Part_1.php Part One of the entirely subjective post-mortem of Cube & Star: An Arbitrary Love. Winner of Intel LevelUp and Indiecade finalist. Developed in Unity by a single individual, and his crippling sense of self-doubt. http://www.gamasutra.com/blogs/JoshuaMcGrath/20140411/215185/Cube__Star_An_Arbitrary_Postmortem__Part_1.php Fri, 11 Apr 2014 01:36:00 EDT Are Videogames Good or Bad for the World? - by Brandon Perton http://www.gamasutra.com/blogs/BrandonPerton/20140411/215321/Are_Videogames_Good_or_Bad_for_the_World.php I've read a lot of blogs talking about violence in games, and arguing if video games can make you a racist or a sexist. So I'm arguing my points on these popular topics. http://www.gamasutra.com/blogs/BrandonPerton/20140411/215321/Are_Videogames_Good_or_Bad_for_the_World.php Fri, 11 Apr 2014 11:32:00 EDT LibGDX in Depth series – Entry 03 - by Vijay Kartick Prem Kumar http://www.gamasutra.com/blogs/VijayKartickPremKumar/20140411/215301/LibGDX_in_Depth_series__Entry_03.php Third Entry of LibGDX in Depth series http://www.gamasutra.com/blogs/VijayKartickPremKumar/20140411/215301/LibGDX_in_Depth_series__Entry_03.php Fri, 11 Apr 2014 06:22:00 EDT 11 Murphy’s Laws for Gaming - by Shyamal Dave http://www.gamasutra.com/blogs/ShyamalDave/20140411/215300/11_Murphys_Laws_for_Gaming.php Who doesn’t know about Murphy’s Laws? They have duly played their role in justifying the ‘accidents’ of our lives. Here are 11 such interesting Murphy’s Laws ‘re-designed’ around gaming and the various stages of game development! http://www.gamasutra.com/blogs/ShyamalDave/20140411/215300/11_Murphys_Laws_for_Gaming.php Fri, 11 Apr 2014 06:04:00 EDT Building It Big - hundreds of billions of worlds - by James Hicks http://www.gamasutra.com/blogs/JamesHicks/20140410/215274/Building_It_Big__hundreds_of_billions_of_worlds.php James talks technical but plain english on how one person can develop 270,000,000,000 game zones in a month without storing a single byte until a player visits one. http://www.gamasutra.com/blogs/JamesHicks/20140410/215274/Building_It_Big__hundreds_of_billions_of_worlds.php Thu, 10 Apr 2014 10:19:00 EDT Amazon's Acquisition of Double Helix Games - by Ulyana Chernyak Xsolla http://www.gamasutra.com/blogs/UlyanaChernyakXsolla/20140410/215272/Amazons_Acquisition_of_Double_Helix_Games.php Technology companies these days rarely only have one function, rather encompassing a multitude of services. This seems to be the case with Amazon because recently, they acquired Double Helix Gamesfor both IP as well as the talent. http://www.gamasutra.com/blogs/UlyanaChernyakXsolla/20140410/215272/Amazons_Acquisition_of_Double_Helix_Games.php Thu, 10 Apr 2014 06:52:00 EDT How can I pay for legal services for my game development project? - by Zachary Strebeck http://www.gamasutra.com/blogs/ZacharyStrebeck/20140410/215230/How_can_I_pay_for_legal_services_for_my_game_development_project.php California game lawyer Zachary Strebeck explains the various methods for paying an attorney and which might be a better fit depending on the financial situation of the game developer. http://www.gamasutra.com/blogs/ZacharyStrebeck/20140410/215230/How_can_I_pay_for_legal_services_for_my_game_development_project.php Thu, 10 Apr 2014 11:24:00 EDT Living creatively... - by Sarah Wallace http://www.gamasutra.com/blogs/SarahWallace/20140410/215209/Living_creatively.php A post about the creative processes involved in designing game artwork and the financial constraints of doing what you love for a living. http://www.gamasutra.com/blogs/SarahWallace/20140410/215209/Living_creatively.php Thu, 10 Apr 2014 08:32:00 EDT Using Twine to Teach English as a Foreign Language: The Plan - by Lena LeRay http://www.gamasutra.com/blogs/LenaLeRay/20140410/215189/Using_Twine_to_Teach_English_as_a_Foreign_Language_The_Plan.php By day, I am a JET Program participant, teaching English to Japanese kids who have no choice about taking my classes. I want to use my programming and game design knowledge to enrich their education by giving them fun things to read. http://www.gamasutra.com/blogs/LenaLeRay/20140410/215189/Using_Twine_to_Teach_English_as_a_Foreign_Language_The_Plan.php Thu, 10 Apr 2014 08:16:00 EDT