Gamasutra.com - Member Blogs http://www.gamasutra.com/blogs/member/ Gamasutra Blogs Tue, 02 Sep 2014 05:24:31 EDT en-us scarless@think-services.com (Simon Carless) Level design "dramas", or: "what does Super Mario Bros. 3 level 4-6 have in common with and Half Life 2 episode 2?" - by Hamish Todd http://www.gamasutra.com/blogs/HamishTodd/20140901/224603/Level_design_quotdramasquot_or_quotwhat_does_Super_Mario_Bros_3_level_46_have_in_common_with_and_Half_Life_2_episode_2quot.php Memorable experiences are not just about "good things happenning" and "bad things happenning"; they are about complex feelings, "dramas". Dramas are what this article will look at: one from Super Mario Bros. 3, and one from Half Life 2 Episode 2. http://www.gamasutra.com/blogs/HamishTodd/20140901/224603/Level_design_quotdramasquot_or_quotwhat_does_Super_Mario_Bros_3_level_46_have_in_common_with_and_Half_Life_2_episode_2quot.php Mon, 01 Sep 2014 09:34:00 EDT Postmortem: Terranaut - by Philip Yao http://www.gamasutra.com/blogs/PhilipYao/20140901/224598/Postmortem_Terranaut.php This is a postmortem of Terranaut, a 2D exploration game that took a team of seven developers over 500 man-hours to complete. http://www.gamasutra.com/blogs/PhilipYao/20140901/224598/Postmortem_Terranaut.php Mon, 01 Sep 2014 01:53:00 EDT Exclusivity; what's the point? - by Tom Battey http://www.gamasutra.com/blogs/TomBattey/20140901/224592/Exclusivity_whats_the_point.php As Sony and Microsoft continue to stretch the meaning of the word 'exclusive', I ponder how all these 'exclusives' actually benefit us as consumers. http://www.gamasutra.com/blogs/TomBattey/20140901/224592/Exclusivity_whats_the_point.php Mon, 01 Sep 2014 10:41:00 EDT Rich Gamer, Poor Gamer: A guide to buying your video games - by Andy Lunique http://www.gamasutra.com/blogs/AndyLunique/20140901/224563/Rich_Gamer_Poor_Gamer_A_guide_to_buying_your_video_games.php This is a simple guide on how you should think when making video game purchases. http://www.gamasutra.com/blogs/AndyLunique/20140901/224563/Rich_Gamer_Poor_Gamer_A_guide_to_buying_your_video_games.php Mon, 01 Sep 2014 12:37:00 EDT Outland 17 Development - Unity Ragdoll Tutorial - by JC Santiago http://www.gamasutra.com/blogs/JCSantiago/20140831/224539/Outland_17_Development__Unity_Ragdoll_Tutorial.php Our designer recently implemented ragdoll phsyics in our latest demo. He wrote up this simple tutorial to help teach anyone else that was curious on how to make their character models flop like fish. http://www.gamasutra.com/blogs/JCSantiago/20140831/224539/Outland_17_Development__Unity_Ragdoll_Tutorial.php Sun, 31 Aug 2014 03:43:00 EDT The Walking Dead vs Heavy Rain - by Frederic Fourcade http://www.gamasutra.com/blogs/FredericFourcade/20140830/224529/The_Walking_Dead_vs_Heavy_Rain.php I feel that these two games are very similar in the way they intend to involve the player in the plot. But they are interestingly different in the way these intentions are implemented in-game. http://www.gamasutra.com/blogs/FredericFourcade/20140830/224529/The_Walking_Dead_vs_Heavy_Rain.php Sat, 30 Aug 2014 04:23:00 EDT REalM Walk of Soul, a Developers Diary so far - by Alejandro Garza Cuellar http://www.gamasutra.com/blogs/AlejandroGarzaCuellar/20140830/224526/REalM_Walk_of_Soul_a_Developers_Diary_so_far.php It took us a while, but it's finally here: REalM Walk of Soul demo!! And that's not even the most important part, because when releasing the demo we decided to go big, and what better way to do it than to entering the game at Steam Greenlight. http://www.gamasutra.com/blogs/AlejandroGarzaCuellar/20140830/224526/REalM_Walk_of_Soul_a_Developers_Diary_so_far.php Sat, 30 Aug 2014 02:51:00 EDT The Big Difference Between Amateur Designers and Good Ones - by Dan Felder http://www.gamasutra.com/blogs/DanFelder/20140830/224527/The_Big_Difference_Between_Amateur_Designers_and_Good_Ones.php Whether looking to improve, looking to hire or looking for team members - there's at least one big thing that sets amateur designers apart. http://www.gamasutra.com/blogs/DanFelder/20140830/224527/The_Big_Difference_Between_Amateur_Designers_and_Good_Ones.php Sat, 30 Aug 2014 02:41:00 EDT Native game on Android – Porting Quest of Dungeons - by David Amador http://www.gamasutra.com/blogs/DavidAmador/20140830/224520/Native_game_on_Android__Porting_Quest_of_Dungeons.php Quest of Dungeons was made in C++ and OpenGL, it runs on Windows, Mac and Linux in native code. I never made anything for Android, in fact I never even used one before this, so when I decided to port QoD to it, I had no idea of what to expect. http://www.gamasutra.com/blogs/DavidAmador/20140830/224520/Native_game_on_Android__Porting_Quest_of_Dungeons.php Sat, 30 Aug 2014 08:51:00 EDT This Post Makes Me Want to Jump, Jump - by John Quick http://www.gamasutra.com/blogs/JohnQuick/20140830/224519/This_Post_Makes_Me_Want_to_Jump_Jump.php Thanks to an insightful jumping analysis from a fellow Gamasutra blogger, I was inspired to share a few corresponding thoughts on whether to jump at all and how many times to jump. http://www.gamasutra.com/blogs/JohnQuick/20140830/224519/This_Post_Makes_Me_Want_to_Jump_Jump.php Sat, 30 Aug 2014 03:31:00 EDT Gamers are dead... Really? - by Marc-Andre Jutras http://www.gamasutra.com/blogs/MarcAndreJutras/20140828/224454/Gamers_are_dead_Really.php A reaction to a chain of blogs and news claiming "gamers" as a whole are now dead and irrelevant. http://www.gamasutra.com/blogs/MarcAndreJutras/20140828/224454/Gamers_are_dead_Really.php Thu, 28 Aug 2014 11:33:00 EDT Managing a Crowd-funded Budget - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20140828/224452/Managing_a_Crowdfunded_Budget.php Crowd-funding has led to many developers and first timers managing their own budget. But making use of crowd-funding to fund a studio can be tricky and today's post examines the costs that must be considered. http://www.gamasutra.com/blogs/UlyanaChernyak/20140828/224452/Managing_a_Crowdfunded_Budget.php Thu, 28 Aug 2014 08:51:00 EDT A Guide to Ending "Gamers" - by Devin Wilson http://www.gamasutra.com/blogs/DevinWilson/20140828/224450/A_Guide_to_Ending_quotGamersquot.php Devin Wilson offers 18 weird tricks to bring about the end of "gamers". Conservative hatemongers hate him! http://www.gamasutra.com/blogs/DevinWilson/20140828/224450/A_Guide_to_Ending_quotGamersquot.php Thu, 28 Aug 2014 07:57:00 EDT This Week in Archmage Rises: The Muse - by Thomas Henshell http://www.gamasutra.com/blogs/ThomasHenshell/20140828/224440/This_Week_in_Archmage_Rises_The_Muse.php Getting back into the game dev groove while life happens http://www.gamasutra.com/blogs/ThomasHenshell/20140828/224440/This_Week_in_Archmage_Rises_The_Muse.php Thu, 28 Aug 2014 06:12:00 EDT 6 Key Areas in Mobile Game Testing - by Ville-Veikko Helppi http://www.gamasutra.com/blogs/VilleVeikkoHelppi/20140828/224410/6_Key_Areas_in_Mobile_Game_Testing.php Mobile game testing differs from the regular mobile app testing. Effective mobile game testing derives from a well-structured and systematic approach, use of test automation framework and seamless integration with your agile process. http://www.gamasutra.com/blogs/VilleVeikkoHelppi/20140828/224410/6_Key_Areas_in_Mobile_Game_Testing.php Thu, 28 Aug 2014 12:58:00 EDT Constraining The Space of Possibility - by Mark Venturelli http://www.gamasutra.com/blogs/MarkVenturelli/20140828/224398/Constraining_The_Space_of_Possibility.php Game design is primarily choice design. How many choices do you want to present your players with? http://www.gamasutra.com/blogs/MarkVenturelli/20140828/224398/Constraining_The_Space_of_Possibility.php Thu, 28 Aug 2014 11:27:00 EDT The Short & Skinny of Buy/Sell Agreements - by Jonathan Sparks http://www.gamasutra.com/blogs/JonathanSparks/20140828/224390/The_Short__Skinny_of_BuySell_Agreements.php Buy/Sell agreements are a very simple and important aspect of business. Every legal entity that is currently owned by more than one individual needs to have a buy/sell contract that allows investors to exit successful companies without losing investments. http://www.gamasutra.com/blogs/JonathanSparks/20140828/224390/The_Short__Skinny_of_BuySell_Agreements.php Thu, 28 Aug 2014 10:29:00 EDT True stats of visibility part 2 - by Arturs Sosins http://www.gamasutra.com/blogs/ArtursSosins/20140828/224372/True_stats_of_visibility_part_2.php You have seen the result of single app's first month on the market without any marketing. Now it's time to confirm or disapprove these results by the data of the second app. Will it be better or worse? http://www.gamasutra.com/blogs/ArtursSosins/20140828/224372/True_stats_of_visibility_part_2.php Thu, 28 Aug 2014 08:56:00 EDT Entering the era of Auto-Mode - by Dominic Gelineau http://www.gamasutra.com/blogs/DominicGelineau/20140828/224371/Entering_the_era_of_AutoMode.php There is a new trend on the rise: Auto-Mode. This article discuss the good and the bad of letting your game play itself. http://www.gamasutra.com/blogs/DominicGelineau/20140828/224371/Entering_the_era_of_AutoMode.php Thu, 28 Aug 2014 08:37:00 EDT The difficult balance of creating games in Brazil - by Mauricio Alegretti http://www.gamasutra.com/blogs/MauricioAlegretti/20140828/224370/The_difficult_balance_of_creating_games_in_Brazil.php Brazil has a newborn but thrilling game development industry, with it's own challenges that are not for the faint of heart. Does that make us brazilian game developers crazy, passionate, or both? http://www.gamasutra.com/blogs/MauricioAlegretti/20140828/224370/The_difficult_balance_of_creating_games_in_Brazil.php Thu, 28 Aug 2014 08:10:00 EDT A Brief Study in Competitive Console Evolution - by Charlotte Walker http://www.gamasutra.com/blogs/CharlotteWalker/20140828/224357/A_Brief_Study_in_Competitive_Console_Evolution.php As game designers and programmers, we need to understand the console and gaming market and its constant evolution. The competition in the video game market is only becoming more intense, and there are new contenders in the field. http://www.gamasutra.com/blogs/CharlotteWalker/20140828/224357/A_Brief_Study_in_Competitive_Console_Evolution.php Thu, 28 Aug 2014 06:04:00 EDT Integrating Google analytics to cocos2d-x game - by Saket Sinha http://www.gamasutra.com/blogs/SaketSinha/20140828/224325/Integrating_Google_analytics_to_cocos2dx_game.php Since releasing my first game as an indie developer, I have been struggling to find out what people are thinking about the game. A few questions hits my mind: http://www.gamasutra.com/blogs/SaketSinha/20140828/224325/Integrating_Google_analytics_to_cocos2dx_game.php Thu, 28 Aug 2014 01:15:00 EDT Square Enix too lazy to pay for games anymore? - by Johnathan Lackovic http://www.gamasutra.com/blogs/JohnathanLackovic/20140828/224327/Square_Enix_too_lazy_to_pay_for_games_anymore.php Why is Square Enix too lazy to pay for games anymore? http://www.gamasutra.com/blogs/JohnathanLackovic/20140828/224327/Square_Enix_too_lazy_to_pay_for_games_anymore.php Thu, 28 Aug 2014 01:11:00 EDT CounterStrike GO streamer the subject of latest incident of "Swatting" - by Zachary Strebeck http://www.gamasutra.com/blogs/ZacharyStrebeck/20140827/224318/CounterStrike_GO_streamer_the_subject_of_latest_incident_of_quotSwattingquot.php On August 27, a SWAT team responded to a threat at the offices of gaming group The Creatures in Littleton, CO. The threat, however, was fake, the latest incident of a prank known as “swatting.” http://www.gamasutra.com/blogs/ZacharyStrebeck/20140827/224318/CounterStrike_GO_streamer_the_subject_of_latest_incident_of_quotSwattingquot.php Wed, 27 Aug 2014 07:58:00 EDT Brain Putty - Teaching A Match-Three Has Never Been This Hard - by Charlie Silver http://www.gamasutra.com/blogs/CharlieSilver/20140827/224304/Brain_Putty__Teaching_A_MatchThree_Has_Never_Been_This_Hard.php "How do you re-teach players a genre they take for granted?" http://www.gamasutra.com/blogs/CharlieSilver/20140827/224304/Brain_Putty__Teaching_A_MatchThree_Has_Never_Been_This_Hard.php Wed, 27 Aug 2014 07:27:00 EDT Developing a Flappy Bird clone in only 16 hours - by Vladimir Ignjatijevic http://www.gamasutra.com/blogs/VladimirIgnjatijevic/20140827/224303/Developing_a_Flappy_Bird_clone_in_only_16_hours.php A short story how I've got this idea and how I've made another clone of Flappy Bird for the Android platform in only 16 hours (coding tips and tricks included). http://www.gamasutra.com/blogs/VladimirIgnjatijevic/20140827/224303/Developing_a_Flappy_Bird_clone_in_only_16_hours.php Wed, 27 Aug 2014 06:50:00 EDT Rude Bear RPG: Postmortem - by Alex Rose http://www.gamasutra.com/blogs/AlexRose/20140827/224315/Rude_Bear_RPG_Postmortem.php A discussion of Rude Bear RPG, which was made in one weekend at Insomnia52 Gaming Festival for Ludum Dare 30. http://www.gamasutra.com/blogs/AlexRose/20140827/224315/Rude_Bear_RPG_Postmortem.php Wed, 27 Aug 2014 06:39:00 EDT DELTA 9 VIDEO GAME progress - by james koenig http://www.gamasutra.com/blogs/JamesKoenig/20140827/224287/DELTA_9_VIDEO_GAME_progress.php "DELTA 9" level design progress http://www.gamasutra.com/blogs/JamesKoenig/20140827/224287/DELTA_9_VIDEO_GAME_progress.php Wed, 27 Aug 2014 03:01:00 EDT I don't like media that makes people cry. - by Sean Perryman http://www.gamasutra.com/blogs/SeanPerryman/20140827/224277/I_dont_like_media_that_makes_people_cry.php Some people find crying to be a good release; I personally view it as a loss of control I am uncomfortable with. I dislike not being in control of my emotions, and I feel that is what producers are trying to do with their tear-jerking content. http://www.gamasutra.com/blogs/SeanPerryman/20140827/224277/I_dont_like_media_that_makes_people_cry.php Wed, 27 Aug 2014 01:09:00 EDT Improving Kingdom Rush Frontiers - by Carlos Contreras Peinado http://www.gamasutra.com/blogs/CarlosContrerasPeinado/20140827/224232/Improving_Kingdom_Rush_Frontiers.php Some improvements to the great game: Kingdom Rush Frontiers http://www.gamasutra.com/blogs/CarlosContrerasPeinado/20140827/224232/Improving_Kingdom_Rush_Frontiers.php Wed, 27 Aug 2014 06:24:00 EDT The Changed State of Subscriptions in Online Games - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20140827/224217/The_Changed_State_of_Subscriptions_in_Online_Games.php The subscription model of MMOs that popularized the last decade has changed thanks to the rise in popularity of F2P design and today means something else for designers to consider. http://www.gamasutra.com/blogs/UlyanaChernyak/20140827/224217/The_Changed_State_of_Subscriptions_in_Online_Games.php Wed, 27 Aug 2014 01:16:00 EDT The Four Ways To Make Money In The Irish Games Industry - by Shane O'Brien http://www.gamasutra.com/blogs/ShaneOBrien/20140826/224206/The_Four_Ways_To_Make_Money_In_The_Irish_Games_Industry.php Having recently finished up college, I naturally wanted to get a job in the industry without having to emigrate. My search led me down a path where I learned just how hard that is. http://www.gamasutra.com/blogs/ShaneOBrien/20140826/224206/The_Four_Ways_To_Make_Money_In_The_Irish_Games_Industry.php Tue, 26 Aug 2014 10:51:00 EDT Brains as Carriers : One Moment... you are being reprogrammed - by Andreas Ahlborn http://www.gamasutra.com/blogs/AndreasAhlborn/20140826/224187/Brains_as_Carriers__One_Moment_you_are_being_reprogrammed.php Why Free-to-Play is a good thing if you are seriously into Zombies. http://www.gamasutra.com/blogs/AndreasAhlborn/20140826/224187/Brains_as_Carriers__One_Moment_you_are_being_reprogrammed.php Tue, 26 Aug 2014 05:24:00 EDT Export from Unity to an iOS Device - by Thaleia Deniozou http://www.gamasutra.com/blogs/ThaleiaDeniozou/20140826/224186/Export_from_Unity_to_an_iOS_Device.php This is a step by step tutorial on how to export your Unity game to an iOS device. http://www.gamasutra.com/blogs/ThaleiaDeniozou/20140826/224186/Export_from_Unity_to_an_iOS_Device.php Tue, 26 Aug 2014 05:23:00 EDT Mobile vs. PC and Microtransaction Psychology - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20140826/224178/Mobile_vs_PC_and_Microtransaction_Psychology.php Microtransactions have become important marketing tools for both PC and mobile titles. However despite having the same purpose, there are unique considerations that must be taken into account based on the platform. http://www.gamasutra.com/blogs/JoshBycer/20140826/224178/Mobile_vs_PC_and_Microtransaction_Psychology.php Tue, 26 Aug 2014 03:13:00 EDT Designing Achievements/How Good I Should Be At My Own Game - by Andy Wallace http://www.gamasutra.com/blogs/AndyWallace/20140826/224163/Designing_AchievementsHow_Good_I_Should_Be_At_My_Own_Game.php Achievements should reward players with extraordinary skill, but is it fair to include some challenges that the game's creator cannot beat? What if I am better at making my game than playing it? http://www.gamasutra.com/blogs/AndyWallace/20140826/224163/Designing_AchievementsHow_Good_I_Should_Be_At_My_Own_Game.php Tue, 26 Aug 2014 12:40:00 EDT App Marketing Checklist - by Kyle Waring http://www.gamasutra.com/blogs/KyleWaring/20140826/224162/App_Marketing_Checklist.php Maximize your apps visibility by running through our Pre-launch App Checklist http://www.gamasutra.com/blogs/KyleWaring/20140826/224162/App_Marketing_Checklist.php Tue, 26 Aug 2014 12:30:00 EDT Productivity Tips For Indies - by Rick Hoppmann http://www.gamasutra.com/blogs/RickHoppmann/20140826/224146/Productivity_Tips_For_Indies.php 4 tips for Indie Developers to prevent exhaustion and increase productivity. http://www.gamasutra.com/blogs/RickHoppmann/20140826/224146/Productivity_Tips_For_Indies.php Tue, 26 Aug 2014 09:25:00 EDT Can the Table Top Turn System be improved with Action Points? - by Atticus Evil http://www.gamasutra.com/blogs/AtticusEvil/20140826/224124/Can_the_Table_Top_Turn_System_be_improved_with_Action_Points.php Action Point systems in PC games are becoming more frequent in turn based combat. The advantage of implementing Actions Points for a turn based system is its simplicity and flexibility. http://www.gamasutra.com/blogs/AtticusEvil/20140826/224124/Can_the_Table_Top_Turn_System_be_improved_with_Action_Points.php Tue, 26 Aug 2014 04:50:00 EDT The animation in entertainment industry - by Cristina Ranchal http://www.gamasutra.com/blogs/CristinaRanchal/20140826/224119/The_animation_in_entertainment_industry.php In this second post Michael Alcover, our lead animator, will discuss about the challenges animation faces in video games industry. http://www.gamasutra.com/blogs/CristinaRanchal/20140826/224119/The_animation_in_entertainment_industry.php Tue, 26 Aug 2014 04:15:00 EDT The best multiplayer no one played - by Iulian Mocanu http://www.gamasutra.com/blogs/IulianMocanu/20140826/224120/The_best_multiplayer_no_one_played.php An attempt to underline the qualities of the now abandoned competitive multiplayer mode of the Assassin's Creed series, and why no one played it. Well, not no one, there still are people playing it, but not 40 million. http://www.gamasutra.com/blogs/IulianMocanu/20140826/224120/The_best_multiplayer_no_one_played.php Tue, 26 Aug 2014 03:33:00 EDT PRETEND IT MATTERS: LUDUM DARE 30 - by nicholas ralabate http://www.gamasutra.com/blogs/NicholasRalabate/20140826/224118/PRETEND_IT_MATTERS_LUDUM_DARE_30.php making LUDOPHAGIC TIMEWAVE SOUND HYPERWHISTLE made me think of different things http://www.gamasutra.com/blogs/NicholasRalabate/20140826/224118/PRETEND_IT_MATTERS_LUDUM_DARE_30.php Tue, 26 Aug 2014 01:51:00 EDT Making Kingdom Caligula For Under $1000 - by Johnathan Lackovic http://www.gamasutra.com/blogs/JohnathanLackovic/20140826/221036/Making_Kingdom_Caligula_For_Under_1000.php The process of making my most successful game. http://www.gamasutra.com/blogs/JohnathanLackovic/20140826/221036/Making_Kingdom_Caligula_For_Under_1000.php Tue, 26 Aug 2014 01:25:00 EDT Understanding Games as Art - by Stefan Kowal http://www.gamasutra.com/blogs/StefanKowal/20140825/224046/Understanding_Games_as_Art.php What is a 'game'? In essence, a game is a challenge in which one wins or loses (or ties). A game is a sport, and for this reason is said to not be 'art'. I argue that games have transcended this primary function, and in disembarking from such, are art. http://www.gamasutra.com/blogs/StefanKowal/20140825/224046/Understanding_Games_as_Art.php Mon, 25 Aug 2014 07:34:00 EDT On the brink of a nervous breakdown - by Nikolas De Noel http://www.gamasutra.com/blogs/NikolasDeNoel/20140825/224103/On_the_brink_of_a_nervous_breakdown.php I think I postponed writing this article long enough. It’s not easy talking about the bottom low moments of developing your game while still down there, wallowing in self pity and trying to climb out. In a way it’s therapeutic, I guess. http://www.gamasutra.com/blogs/NikolasDeNoel/20140825/224103/On_the_brink_of_a_nervous_breakdown.php Mon, 25 Aug 2014 05:09:00 EDT Where can a game developer get sued in the U.S.? - by Zachary Strebeck http://www.gamasutra.com/blogs/ZacharyStrebeck/20140825/224035/Where_can_a_game_developer_get_sued_in_the_US.php California game lawyer gives a short overview of personal jurisdiction, as it might relate to game development. Knowing where a developer can get sued in the U.S. may help to explain why Terms of Service agreements exist. http://www.gamasutra.com/blogs/ZacharyStrebeck/20140825/224035/Where_can_a_game_developer_get_sued_in_the_US.php Mon, 25 Aug 2014 03:02:00 EDT Why Interns Can Be Of Great Value - by Koen Deetman http://www.gamasutra.com/blogs/KoenDeetman/20140825/224089/Why_Interns_Can_Be_Of_Great_Value.php Doing work as an intern could be the beginning of a great future and when you start a game studio, you could consider taking interns into your company. In this article I would like to share my views why interns are of great value. http://www.gamasutra.com/blogs/KoenDeetman/20140825/224089/Why_Interns_Can_Be_Of_Great_Value.php Mon, 25 Aug 2014 02:22:00 EDT Getting/Making Game Music that Fits - World Tour Series - Medieval Music - by Harry Mack http://www.gamasutra.com/blogs/HarryMack/20140825/224087/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Medieval_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 Medieval music. http://www.gamasutra.com/blogs/HarryMack/20140825/224087/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Medieval_Music.php Mon, 25 Aug 2014 02:02:00 EDT Indie game devs & YouTubers ... same challenge - by Dave Toulouse http://www.gamasutra.com/blogs/DaveToulouse/20140825/224068/Indie_game_devs__YouTubers__same_challenge.php YouTubers struggle just like indie devs to find an audience. Here's why I think there's an opportunity there. http://www.gamasutra.com/blogs/DaveToulouse/20140825/224068/Indie_game_devs__YouTubers__same_challenge.php Mon, 25 Aug 2014 09:25:00 EDT A Grand competition every 10,000 years. Game story matters! - by Vahe Kocharyan http://www.gamasutra.com/blogs/VaheKocharyan/20140825/224062/A_Grand_competition_every_10000_years_Game_story_matters.php As we are about to launch our pioneer game, Wizzard Race, we thought it was the right time to give you an idea what the story behind the game is. The article also talks about our motivation to build a story behind for the game. http://www.gamasutra.com/blogs/VaheKocharyan/20140825/224062/A_Grand_competition_every_10000_years_Game_story_matters.php Mon, 25 Aug 2014 07:33:00 EDT 3D Bowling Simulator, FREE, for Android - by Thierry Brochart http://www.gamasutra.com/blogs/ThierryBrochart/20140825/224060/3D_Bowling_Simulator_FREE_for_Android.php Today I'd like to share with you a link on my 3D Bowling Simulator, FREE for Android smartphones and Tablets. http://www.gamasutra.com/blogs/ThierryBrochart/20140825/224060/3D_Bowling_Simulator_FREE_for_Android.php Mon, 25 Aug 2014 07:01:00 EDT [Post Mortem]: Copulus - Limitations breed creativity - by Constantin Bacioiu http://www.gamasutra.com/blogs/ConstantinBacioiu/20140825/224058/Post_Mortem_Copulus__Limitations_breed_creativity.php A post mortem on my latest Ludumdare submission. Covers the usage of imposed limitations in order to achieve goals in a short amount of time. http://www.gamasutra.com/blogs/ConstantinBacioiu/20140825/224058/Post_Mortem_Copulus__Limitations_breed_creativity.php Mon, 25 Aug 2014 06:39:00 EDT GDC Europe and Gamescom on a budget - by David Jimenez http://www.gamasutra.com/blogs/DavidJimenez/20140824/224052/GDC_Europe_and_Gamescom_on_a_budget.php Our experience on how to make the most out of GDC Europe and Gamescom with almost no budget from and indie studio perspective. http://www.gamasutra.com/blogs/DavidJimenez/20140824/224052/GDC_Europe_and_Gamescom_on_a_budget.php Sun, 24 Aug 2014 05:24:00 EDT Moneyless Modding™ or the story of IceIYIaN - by Curtis Turner - IceIYIaN http://www.gamasutra.com/blogs/CurtisTurnerIceIYIaN/20140824/224048/Moneyless_Modding_or_the_story_of_IceIYIaN.php The story you don't often hear in gaming, the one about Moneyless Modders™ http://www.gamasutra.com/blogs/CurtisTurnerIceIYIaN/20140824/224048/Moneyless_Modding_or_the_story_of_IceIYIaN.php Sun, 24 Aug 2014 12:25:00 EDT Gods Will Be Watching and the Question of Fun - by Nikhil Murthy http://www.gamasutra.com/blogs/NikhilMurthy/20140824/224039/Gods_Will_Be_Watching_and_the_Question_of_Fun.php Gods Will Be Watching doesn't try to be fun, and that allows them to do interesting things with their game. Here, I analyze the decisions the game makes that normally would be unthinkable. http://www.gamasutra.com/blogs/NikhilMurthy/20140824/224039/Gods_Will_Be_Watching_and_the_Question_of_Fun.php Sun, 24 Aug 2014 05:25:00 EDT Platformers and Game Balance or: How I Learned to Stop Worrying and Love the Sprint - by Michael Estes http://www.gamasutra.com/blogs/MichaelEstes/20140823/224033/Platformers_and_Game_Balance_or_How_I_Learned_to_Stop_Worrying_and_Love_the_Sprint.php A look at platformers and imposing limits on gameplay mechanics http://www.gamasutra.com/blogs/MichaelEstes/20140823/224033/Platformers_and_Game_Balance_or_How_I_Learned_to_Stop_Worrying_and_Love_the_Sprint.php Sat, 23 Aug 2014 04:12:00 EDT A declaration of personal game design views and ideals - by Rodney Emerson http://www.gamasutra.com/blogs/RodneyEmerson/20140823/224029/A_declaration_of_personal_game_design_views_and_ideals.php I'm starting off my journey in game design, and bringing certain views and opinions along for the ride. I would like to share them with those who are interested. http://www.gamasutra.com/blogs/RodneyEmerson/20140823/224029/A_declaration_of_personal_game_design_views_and_ideals.php Sat, 23 Aug 2014 11:40:00 EDT Observations on e-sport game design and business - by Duong Pham http://www.gamasutra.com/blogs/DuongPham/20140823/224022/Observations_on_esport_game_design_and_business.php Many hard-core gamers in Asia have known of and liked e-sport titles such as World of Tanks, League of Legends, DotA 2... But is there any traits in common of those games, from the design and business perspectives? http://www.gamasutra.com/blogs/DuongPham/20140823/224022/Observations_on_esport_game_design_and_business.php Sat, 23 Aug 2014 04:24:00 EDT Dragons Fly over China. Vikings land in Rural Michigan. They’re Forging New Mobile Location-Based Games Territory - by Pete Mauro http://www.gamasutra.com/blogs/PeteMauro/20140822/223998/Dragons_Fly_over_China_Vikings_land_in_Rural_Michigan_Theyre_Forging_New_Mobile_LocationBased_Games_Territory.php Microsoft just released a new evolution of mobile location-based games with DreamWorks Animation and HitPoint Games. Here we describe the challenges we encountered, and how we overcame them. A tool kit for 3rd party developers is also in the works. http://www.gamasutra.com/blogs/PeteMauro/20140822/223998/Dragons_Fly_over_China_Vikings_land_in_Rural_Michigan_Theyre_Forging_New_Mobile_LocationBased_Games_Territory.php Fri, 22 Aug 2014 03:02:00 EDT Animation, Sound and Scoring: How Plarium Brought Sparta to Life - by Oren Todoros http://www.gamasutra.com/blogs/OrenTodoros/20140822/224001/Animation_Sound_and_Scoring_How_Plarium_Brought_Sparta_to_Life.php A behind-the-scenes look of how Plarium produces cinematic trailers for game launches. http://www.gamasutra.com/blogs/OrenTodoros/20140822/224001/Animation_Sound_and_Scoring_How_Plarium_Brought_Sparta_to_Life.php Fri, 22 Aug 2014 02:13:00 EDT