Gamasutra.com - Member Blogs http://www.gamasutra.com/blogs/member/ Gamasutra Blogs Fri, 03 Jul 2015 07:48:06 EDT en-us scarless@think-services.com (Simon Carless) Missing Translation, adventures in black and white - by Luis Diaz http://www.gamasutra.com/blogs/LuisDiaz/20150702/247551/Missing_Translation_adventures_in_black_and_white.php Soooooo we made something called "Missing Translation". After 14 months of development it's finally out. We got quite a lot of exposition, passed greenlight, closed a deal with a publisher, won awards and even got our apk stolen. Wanna know our story? http://www.gamasutra.com/blogs/LuisDiaz/20150702/247551/Missing_Translation_adventures_in_black_and_white.php Thu, 02 Jul 2015 06:17:00 EDT Proved: Small Mobile Developer Must Have A Publisher - by Ivano Sporitus http://www.gamasutra.com/blogs/IvanoSporitus/20150702/247593/Proved_Small_Mobile_Developer_Must_Have_A_Publisher.php There is a secret of why Mobile Developer must have a Publisher http://www.gamasutra.com/blogs/IvanoSporitus/20150702/247593/Proved_Small_Mobile_Developer_Must_Have_A_Publisher.php Thu, 02 Jul 2015 06:17:00 EDT Next-Gen Cel Shading in Unity 5 - by David Leon http://www.gamasutra.com/blogs/DavidLeon/20150702/247602/NextGen_Cel_Shading_in_Unity_5.php With the arrival of Unity 5 we find that it’s never been so easy to get high quality visuals in our game, but we don’t always want realistic graphics for our project. In this article you will learn how to achieve a cel shading art style with Unity 5. http://www.gamasutra.com/blogs/DavidLeon/20150702/247602/NextGen_Cel_Shading_in_Unity_5.php Thu, 02 Jul 2015 06:17:00 EDT Three Quick Tests for a Game Story's "Interactivity" - by Alfe Clemencio http://www.gamasutra.com/blogs/AlfeClemencio/20150702/247670/Three_Quick_Tests_for_a_Game_Storys_quotInteractivityquot.php A wave of "Interactive Stories" in video games are hitting the market. But "how" is a game interactive? These 3 quick questions help you out. http://www.gamasutra.com/blogs/AlfeClemencio/20150702/247670/Three_Quick_Tests_for_a_Game_Storys_quotInteractivityquot.php Thu, 02 Jul 2015 06:17:00 EDT Examining Organic Tutorials - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150702/247703/Examining_Organic_Tutorials.php Tutorials can be one of the trickiest elements to get right in a title, but today's post looks at a shortcut of combining learning with level design. http://www.gamasutra.com/blogs/JoshBycer/20150702/247703/Examining_Organic_Tutorials.php Thu, 02 Jul 2015 06:17:00 EDT Segmentation for Game Developers - by Mo Firouz http://www.gamasutra.com/blogs/MoFirouz/20150702/247615/Segmentation_for_Game_Developers.php Push notifications are a powerful resource to engage and reward gamers. Segmentation is key to ensuring the users you reach out to will be incentivized by your messages. Mix this with your gameplay mechanics as a hook to engage with your gamer audience. http://www.gamasutra.com/blogs/MoFirouz/20150702/247615/Segmentation_for_Game_Developers.php Thu, 02 Jul 2015 06:13:00 EDT Using Guinea Pig Games to Size up Apple’s New App Analytics - by Lysiane Charest http://www.gamasutra.com/blogs/LysianeCharest/20150702/247647/Using_Guinea_Pig_Games_to_Size_up_Apples_New_App_Analytics.php A few weeks ago, Apple announced the public release of its App Analytics. In this post, I explain why this new tool is a good news for indies. I also share some real data from some Execution Labs' mobile alumni teams. http://www.gamasutra.com/blogs/LysianeCharest/20150702/247647/Using_Guinea_Pig_Games_to_Size_up_Apples_New_App_Analytics.php Thu, 02 Jul 2015 06:13:00 EDT Down Time vs. Dead Time in Sequential Games - by Filip Wiltgren http://www.gamasutra.com/blogs/FilipWiltgren/20150701/247528/Down_Time_vs_Dead_Time_in_Sequential_Games.php When dealing with games where players have to wait for each other we can give them three types of down time: plan time, rest time and dead time. Making sure to avoid the last is the key to a pleasant game experience. http://www.gamasutra.com/blogs/FilipWiltgren/20150701/247528/Down_Time_vs_Dead_Time_in_Sequential_Games.php Wed, 01 Jul 2015 01:29:00 EDT Ffu - Aviation Disaster & The Last Words Of Videogames - by Rob Sherman http://www.gamasutra.com/blogs/RobSherman/20150701/247568/Ffu__Aviation_Disaster__The_Last_Words_Of_Videogames.php This was originally to be published somewhere else, and then the Germanwings disaster happened and it felt awful to do so. I now publish it here for your consideration. You can also find it on Medium and my blog, The Bonfog. http://www.gamasutra.com/blogs/RobSherman/20150701/247568/Ffu__Aviation_Disaster__The_Last_Words_Of_Videogames.php Wed, 01 Jul 2015 01:28:00 EDT Don't Roll The Dice On Your Social Casino Player - by Marina Sapunova http://www.gamasutra.com/blogs/MarinaSapunova/20150701/247573/Dont_Roll_The_Dice_On_Your_Social_Casino_Player.php The Social Casino Games market is dominated by several large companies, but it does not prevent other developers from being successful. Understanding what drives the players to spend money is your key to success! http://www.gamasutra.com/blogs/MarinaSapunova/20150701/247573/Dont_Roll_The_Dice_On_Your_Social_Casino_Player.php Wed, 01 Jul 2015 01:28:00 EDT Beta testing/replication on video game cognition research - by Wai Yen Tang http://www.gamasutra.com/blogs/WaiYenTang/20150630/247457/Beta_testingreplication_on_video_game_cognition_research.php An examination of three studies that failed to replicate past findings on the cognitive benefits of video games. http://www.gamasutra.com/blogs/WaiYenTang/20150630/247457/Beta_testingreplication_on_video_game_cognition_research.php Tue, 30 Jun 2015 07:44:00 EDT 7 Best Tablet Games of 2015 - by Shaun Chatman http://www.gamasutra.com/blogs/ShaunChatman/20150630/245338/7_Best_Tablet_Games_of_2015.php Tablet game developers in 2015 are making it clear that you can definitely make an old game new again. Coming in among the seven best tablet games for 2015 are former PC hits like "Tomb Raider I" and updated versions of video game classics like "Mortal Ko http://www.gamasutra.com/blogs/ShaunChatman/20150630/245338/7_Best_Tablet_Games_of_2015.php Tue, 30 Jun 2015 01:28:00 EDT COPPA celebrates 2nd birthday - a Q&A with a child privacy advocate - by Roy Smith http://www.gamasutra.com/blogs/RoySmith/20150630/247302/COPPA_celebrates_2nd_birthday__a_QA_with_a_child_privacy_advocate.php Child privacy advocate Greg Kudasz gives his perspective on the child privacy and games, the "Do Not Track Kids" act, FTC enforcement, and the state of COPPA on its second birthday. http://www.gamasutra.com/blogs/RoySmith/20150630/247302/COPPA_celebrates_2nd_birthday__a_QA_with_a_child_privacy_advocate.php Tue, 30 Jun 2015 01:28:00 EDT Different States of Game and Pacing in Game Design - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150630/247303/Different_States_of_Game_and_Pacing_in_Game_Design.php Today's post breaks down a game's design into three areas of pacing, and the importance and difficulty of guiding a player all the way through a title. http://www.gamasutra.com/blogs/JoshBycer/20150630/247303/Different_States_of_Game_and_Pacing_in_Game_Design.php Tue, 30 Jun 2015 01:28:00 EDT MAKING TOOLS WITH UNITY: WORLDSHAPE PART 2 - by Max Anderson http://www.gamasutra.com/blogs/MaxAnderson/20150630/247314/MAKING_TOOLS_WITH_UNITY_WORLDSHAPE_PART_2.php In Part 1, I gave a quick look at what the WorldShape tool can do, but how does it actually work? How might you create your own similar tools? http://www.gamasutra.com/blogs/MaxAnderson/20150630/247314/MAKING_TOOLS_WITH_UNITY_WORLDSHAPE_PART_2.php Tue, 30 Jun 2015 01:28:00 EDT From Cave Painting to CRYENGINE - by James Beech http://www.gamasutra.com/blogs/JamesBeech/20150630/247316/From_Cave_Painting_to_CRYENGINE.php How the visual history of paintings and video games line up perfectly, and what that means for the future of our medium. http://www.gamasutra.com/blogs/JamesBeech/20150630/247316/From_Cave_Painting_to_CRYENGINE.php Tue, 30 Jun 2015 01:28:00 EDT Early Success Considered Harmful - by Tim Conkling http://www.gamasutra.com/blogs/TimConkling/20150630/247318/Early_Success_Considered_Harmful.php Early success, and dealing with the sophomore (junior/senior/...) slump. http://www.gamasutra.com/blogs/TimConkling/20150630/247318/Early_Success_Considered_Harmful.php Tue, 30 Jun 2015 01:28:00 EDT Crouching tiger, from Netease's success to Chinese game industry - by Adam Wu http://www.gamasutra.com/blogs/AdamWu/20150630/247352/Crouching_tiger_from_Neteases_success_to_Chinese_game_industry.php Netease phenomenon is merely the tip of the submerged iceberg. Tons of excellent online games with large amount of DAU (Daily Active Users) and decent retention rate are still caged inside the Chinese market. http://www.gamasutra.com/blogs/AdamWu/20150630/247352/Crouching_tiger_from_Neteases_success_to_Chinese_game_industry.php Tue, 30 Jun 2015 01:28:00 EDT Stop building your platform and start working - by Filip Wiltgren http://www.gamasutra.com/blogs/FilipWiltgren/20150630/247383/Stop_building_your_platform_and_start_working.php You need a platform for your marketing, right? Wrong. Your time is much better spent creating content than creating a platform because with additional content you will gain additional platform for free. http://www.gamasutra.com/blogs/FilipWiltgren/20150630/247383/Stop_building_your_platform_and_start_working.php Tue, 30 Jun 2015 01:28:00 EDT Snakebird development, images and history - by Felix Eliasson http://www.gamasutra.com/blogs/FelixEliasson/20150630/247398/Snakebird_development_images_and_history.php A short history of how Snakebird came to be, with images depicting its inspiration, prototype and various stages of development. http://www.gamasutra.com/blogs/FelixEliasson/20150630/247398/Snakebird_development_images_and_history.php Tue, 30 Jun 2015 01:28:00 EDT A timeline of the Irish Games Industry since 1978 & Crowd Sourcing appeal - by Jamie McCormick http://www.gamasutra.com/blogs/JamieMcCormick/20150630/247419/A_timeline_of_the_Irish_Games_Industry_since_1978__Crowd_Sourcing_appeal.php GameDevelopers.ie plays host to the new Irish Games Industry timeline. An interactive, fun and nostalgic look at how the Irish games industry has evolved. Crowd sourcing appeal for info/photos/art/videos/screenshots from ex-staff of companies http://www.gamasutra.com/blogs/JamieMcCormick/20150630/247419/A_timeline_of_the_Irish_Games_Industry_since_1978__Crowd_Sourcing_appeal.php Tue, 30 Jun 2015 01:28:00 EDT Letting Our Differences Bring Us Together - by Scott LaGrasta http://www.gamasutra.com/blogs/ScottLaGrasta/20150630/247421/Letting_Our_Differences_Bring_Us_Together.php In this blog, I delve deep into the nature and philosophy of asymmetrical multiplayer and how it can be used to bring people together. http://www.gamasutra.com/blogs/ScottLaGrasta/20150630/247421/Letting_Our_Differences_Bring_Us_Together.php Tue, 30 Jun 2015 01:28:00 EDT Mobile F2P games are not evil - by Damien Yvray http://www.gamasutra.com/blogs/DamienYvray/20150630/247347/Mobile_F2P_games_are_not_evil.php It’s very common to hear from developers how evil, hurtful or abusive mobile games are. But there isn’t so much discussion about it. So I hope this post will give more insights to what really works and ultimately open a healthy discussion. http://www.gamasutra.com/blogs/DamienYvray/20150630/247347/Mobile_F2P_games_are_not_evil.php Tue, 30 Jun 2015 01:20:00 EDT Fallout 4 and 10 years past - by Jay Stamp http://www.gamasutra.com/blogs/JayStamp/20150630/247348/Fallout_4_and_10_years_past.php Games over the last 10 years have changed drastically to shape the gaming industry into what it is today. I will be talking about Bethesda's Fallout 4 and some of the mechanics they showed at the press conference of E3. http://www.gamasutra.com/blogs/JayStamp/20150630/247348/Fallout_4_and_10_years_past.php Tue, 30 Jun 2015 01:20:00 EDT Creating a Crisp, Engaging Trailer for a Pixel Art Game, From Inception to Reception - by Josh Ge http://www.gamasutra.com/blogs/JoshGe/20150630/247355/Creating_a_Crisp_Engaging_Trailer_for_a_Pixel_Art_Game_From_Inception_to_Reception.php The process and techniques behind the creation of Cogmind's first game trailer. http://www.gamasutra.com/blogs/JoshGe/20150630/247355/Creating_a_Crisp_Engaging_Trailer_for_a_Pixel_Art_Game_From_Inception_to_Reception.php Tue, 30 Jun 2015 01:20:00 EDT "DOOM" (4) Sensational Comeback - by Travis Thorp http://www.gamasutra.com/blogs/TravisThorp/20150630/247381/quotDOOMquot_4_Sensational_Comeback.php On June 14, 2015 Bethesda gave us an in depth look into the newly announced Doom. 8 minutes of a highly detailed preview completely blew away our expectations. Lets take a look into some aspects of the game play and mechanics. http://www.gamasutra.com/blogs/TravisThorp/20150630/247381/quotDOOMquot_4_Sensational_Comeback.php Tue, 30 Jun 2015 01:20:00 EDT I don't speak "Game" - the theory of organic & inorganic game storytelling - by Daniel Dowsing http://www.gamasutra.com/blogs/DanielDowsing/20150629/245720/I_dont_speak_quotGamequot__the_theory_of_organic__inorganic_game_storytelling.php A personal reflection upon the theory of organic and inorganic game storytelling from a games writer. http://www.gamasutra.com/blogs/DanielDowsing/20150629/245720/I_dont_speak_quotGamequot__the_theory_of_organic__inorganic_game_storytelling.php Mon, 29 Jun 2015 01:49:00 EDT Make Your Game a Hit with Analytics - by Mark Rosner http://www.gamasutra.com/blogs/MarkRosner/20150629/246819/Make_Your_Game_a_Hit_with_Analytics.php Paying attention to your game analytics is fundamental to the success of your game, especially on mobile, and especially when it comes to monetization. But you’d be surprised how many developers I encounter who don’t give analytics their due. http://www.gamasutra.com/blogs/MarkRosner/20150629/246819/Make_Your_Game_a_Hit_with_Analytics.php Mon, 29 Jun 2015 01:49:00 EDT When Your Best Isn't Good Enough: A Tale of Failure (Part I) - by Peter Cardwell-Gardner http://www.gamasutra.com/blogs/PeterCardwellGardner/20150629/247050/When_Your_Best_Isnt_Good_Enough_A_Tale_of_Failure_Part_I.php Making a game succeed is tough and unpredictable. No amount of hard work can shield you from failure - and yet we often only hear about the success stories. A two part look at failed Kickstarter campaign for the music sandbox game, Cadence. http://www.gamasutra.com/blogs/PeterCardwellGardner/20150629/247050/When_Your_Best_Isnt_Good_Enough_A_Tale_of_Failure_Part_I.php Mon, 29 Jun 2015 01:49:00 EDT When Your Best Isn't Good Enough: A Tale of Failure (Part II) - by Peter Cardwell-Gardner http://www.gamasutra.com/blogs/PeterCardwellGardner/20150629/247124/When_Your_Best_Isnt_Good_Enough_A_Tale_of_Failure_Part_II.php No amount of hard work can shield you from failure - and yet we often only hear about the success stories. A honest and authentic look at the emotional experience of failure, and how it affects your ability to stay creative and thrive. http://www.gamasutra.com/blogs/PeterCardwellGardner/20150629/247124/When_Your_Best_Isnt_Good_Enough_A_Tale_of_Failure_Part_II.php Mon, 29 Jun 2015 01:49:00 EDT How To Design App Icons That Add Value To Your App? - by Puneet Yamparala http://www.gamasutra.com/blogs/PuneetYamparala/20150629/247184/How_To_Design_App_Icons_That_Add_Value_To_Your_App.php This post talks about how important the app icons for apps and how they add value to the apps. http://www.gamasutra.com/blogs/PuneetYamparala/20150629/247184/How_To_Design_App_Icons_That_Add_Value_To_Your_App.php Mon, 29 Jun 2015 01:49:00 EDT How to use other games as inspiration to make your own unique title. - by Josh Yaxley http://www.gamasutra.com/blogs/JoshYaxley/20150629/247191/How_to_use_other_games_as_inspiration_to_make_your_own_unique_title.php I break down a few games that inspired me, and talk about which aspects of them I liked and didn't like, and then how I put these together to create a vision for my own game. http://www.gamasutra.com/blogs/JoshYaxley/20150629/247191/How_to_use_other_games_as_inspiration_to_make_your_own_unique_title.php Mon, 29 Jun 2015 01:49:00 EDT Dynamite Headdy (Treasure, 1994): A Critical Analysis - by James Soares http://www.gamasutra.com/blogs/JamesSoares/20150629/247201/Dynamite_Headdy_Treasure_1994_A_Critical_Analysis.php Dynamite Headdy is a platformer developed by Treasure in 1994 for the Sega Mega Drive. Representing a puppet show, the game uses the 16-bit machine to create a fourth wall breaking experience in which the game events take place in front a live audience. http://www.gamasutra.com/blogs/JamesSoares/20150629/247201/Dynamite_Headdy_Treasure_1994_A_Critical_Analysis.php Mon, 29 Jun 2015 01:49:00 EDT Free 2 Play : Evolution - It's all about adapting the ride. - by Om Tandon http://www.gamasutra.com/blogs/OmTandon/20150629/247212/Free_2_Play__Evolution__Its_all_about_adapting_the_ride.php The changing face of F2P business model, a user experience designers take on how market forces and technology are changing and challenging existing paradigms of game design & player engagement. http://www.gamasutra.com/blogs/OmTandon/20150629/247212/Free_2_Play__Evolution__Its_all_about_adapting_the_ride.php Mon, 29 Jun 2015 01:49:00 EDT How to fix the camera in League of Legends - by Benjamin Ritter http://www.gamasutra.com/blogs/BenjaminRitter/20150629/247213/How_to_fix_the_camera_in_League_of_Legends.php Yes, BOTH of them. http://www.gamasutra.com/blogs/BenjaminRitter/20150629/247213/How_to_fix_the_camera_in_League_of_Legends.php Mon, 29 Jun 2015 01:49:00 EDT 5 In-Game Events All F2P Games Should Track - by Mark Robinson http://www.gamasutra.com/blogs/MarkRobinson/20150629/247236/5_InGame_Events_All_F2P_Games_Should_Track.php Understanding how players interact with your game at a granular level allows you to really understand how it’s performing. Here are the 5 most important in game events to track with analytics. http://www.gamasutra.com/blogs/MarkRobinson/20150629/247236/5_InGame_Events_All_F2P_Games_Should_Track.php Mon, 29 Jun 2015 01:49:00 EDT Promises for Game Development - by Ash Davis http://www.gamasutra.com/blogs/AshDavis/20150629/247248/Promises_for_Game_Development.php In this article we talk about our experience making the promises pattern work for game development. We aim to explain how promises can improve your game development process. http://www.gamasutra.com/blogs/AshDavis/20150629/247248/Promises_for_Game_Development.php Mon, 29 Jun 2015 01:49:00 EDT Design Journal - Part 5 - by Risto D. Holmstrom http://www.gamasutra.com/blogs/RistoDHolmstrom/20150629/247255/Design_Journal__Part_5.php A brief look into what factors into building up solid retention in the mobile space. http://www.gamasutra.com/blogs/RistoDHolmstrom/20150629/247255/Design_Journal__Part_5.php Mon, 29 Jun 2015 01:49:00 EDT Shaking Oil and Opening and Closing a CD Case: Audio Experiments - by Doug Day http://www.gamasutra.com/blogs/DougDay/20150629/247263/Shaking_Oil_and_Opening_and_Closing_a_CD_Case_Audio_Experiments.php Audio experiments of indie game developer - using whatever is around to create some cheap audio fx! http://www.gamasutra.com/blogs/DougDay/20150629/247263/Shaking_Oil_and_Opening_and_Closing_a_CD_Case_Audio_Experiments.php Mon, 29 Jun 2015 01:49:00 EDT Bethesda's DOOM - by Bradley Wolski http://www.gamasutra.com/blogs/BradleyWolski/20150629/247229/Bethesdas_DOOM.php DOOM was a huge hit in the 90's and every gamer with a PC had a copy of this game. With it's fast action, vast array of weapons, and thumping soundtrack it was the game everybody was talking about. Now twenty-two years later Bethesda is releasing a rela http://www.gamasutra.com/blogs/BradleyWolski/20150629/247229/Bethesdas_DOOM.php Mon, 29 Jun 2015 01:17:00 EDT Procedural Level Generation in The Dungeoning - by Nick Donnelly http://www.gamasutra.com/blogs/NickDonnelly/20150629/247283/Procedural_Level_Generation_in_The_Dungeoning.php A description of the procedural level generator in the PC rogue-like platform game The Dungeoning. I talk about the motivations for choosing procedural generation, and give an overview of the process involved. http://www.gamasutra.com/blogs/NickDonnelly/20150629/247283/Procedural_Level_Generation_in_The_Dungeoning.php Mon, 29 Jun 2015 01:17:00 EDT The Poor Man's Postmortem - Lemma - by Evan Todd http://www.gamasutra.com/blogs/EvanTodd/20150626/247081/The_Poor_Mans_Postmortem__Lemma.php Things I did that you should never do, ever. http://www.gamasutra.com/blogs/EvanTodd/20150626/247081/The_Poor_Mans_Postmortem__Lemma.php Fri, 26 Jun 2015 01:42:00 EDT It's Not About _____ - by Jay Holden http://www.gamasutra.com/blogs/JayHolden/20150626/247106/Its_Not_About_.php ______ everywhere rally against the recent takedown of apps and games featuring a certain kind of _____ in the App Store. http://www.gamasutra.com/blogs/JayHolden/20150626/247106/Its_Not_About_.php Fri, 26 Jun 2015 01:42:00 EDT Pointless Grind - by Matthew Jenkin http://www.gamasutra.com/blogs/MatthewJenkin/20150626/247118/Pointless_Grind.php A common approach to the complaint of grinding in RPGs is adding rewards or achievements for those players that persist. Thinking about why people dislike grind may suggest other solutions. http://www.gamasutra.com/blogs/MatthewJenkin/20150626/247118/Pointless_Grind.php Fri, 26 Jun 2015 01:42:00 EDT Review of Unite Europe conference in Amsterdam - by Oleg Pridiuk http://www.gamasutra.com/blogs/OlegPridiuk/20150626/247122/Review_of_Unite_Europe_conference_in_Amsterdam.php Unite Europe felt like a perfectly orchestrated symphony that invoked a single thought at the end of day two: I want more of this. http://www.gamasutra.com/blogs/OlegPridiuk/20150626/247122/Review_of_Unite_Europe_conference_in_Amsterdam.php Fri, 26 Jun 2015 01:42:00 EDT Rewarding Failure – Super Rude Bear Resurrection - by Alex Rose http://www.gamasutra.com/blogs/AlexRose/20150626/247153/Rewarding_Failure__Super_Rude_Bear_Resurrection.php Tackling issues with hardcore platformers - how it's possible to make them beatable by newbies without alienating hardcore players. http://www.gamasutra.com/blogs/AlexRose/20150626/247153/Rewarding_Failure__Super_Rude_Bear_Resurrection.php Fri, 26 Jun 2015 01:42:00 EDT Gamedev Mutations: A game as mutability potential. - by Joao Requiao http://www.gamasutra.com/blogs/JoaoRequiao/20150626/247167/Gamedev_Mutations_A_game_as_mutability_potential.php When an indie game gets its first steps out of its developers’ minds, it is nothing but potential. Potential to grow, to be good (or bad) … and potential to change. http://www.gamasutra.com/blogs/JoaoRequiao/20150626/247167/Gamedev_Mutations_A_game_as_mutability_potential.php Fri, 26 Jun 2015 01:42:00 EDT Music for Games: Does it increase sales? - by Jonathan Barnes http://www.gamasutra.com/blogs/JonathanBarnes/20150626/247169/Music_for_Games_Does_it_increase_sales.php We all love to play a video game or two. Whether it’s a mobile game app, on a console, or an Internet application, video games play a major role in entertaining the human mind. What is attracting gamers to purchase these games? Maybe the music? http://www.gamasutra.com/blogs/JonathanBarnes/20150626/247169/Music_for_Games_Does_it_increase_sales.php Fri, 26 Jun 2015 01:34:00 EDT CRPG History Abridged - 21 RPGs that brought something new to the table - by Felipe Pepe http://www.gamasutra.com/blogs/FelipePepe/20150625/244262/CRPG_History_Abridged__21_RPGs_that_brought_something_new_to_the_table.php A brief description of 21 RPGs that brought something new to the table, be it innovative mechanics or just cool stuff. http://www.gamasutra.com/blogs/FelipePepe/20150625/244262/CRPG_History_Abridged__21_RPGs_that_brought_something_new_to_the_table.php Thu, 25 Jun 2015 01:25:00 EDT MAKING TOOLS WITH UNITY: WORLDSHAPE PART 1 - by Max Anderson http://www.gamasutra.com/blogs/MaxAnderson/20150625/246851/MAKING_TOOLS_WITH_UNITY_WORLDSHAPE_PART_1.php It’s been said before how important tools are for game development. Good tools allow you to build solutions to problems in a more natural way. We at AtomJack see the value in creating tools, because it simply makes game development more efficient. http://www.gamasutra.com/blogs/MaxAnderson/20150625/246851/MAKING_TOOLS_WITH_UNITY_WORLDSHAPE_PART_1.php Thu, 25 Jun 2015 01:25:00 EDT Boosting productivity: Creating creative habits through triggers - by Filip Wiltgren http://www.gamasutra.com/blogs/FilipWiltgren/20150625/246971/Boosting_productivity_Creating_creative_habits_through_triggers.php You sit down at the computer to code and start reading your email instead. Why? Because the action of grabbing your mouse is a trigger for clicking on the email icon. Triggers make you act without thought. But you can hijack them and be more productive. http://www.gamasutra.com/blogs/FilipWiltgren/20150625/246971/Boosting_productivity_Creating_creative_habits_through_triggers.php Thu, 25 Jun 2015 01:25:00 EDT How to land a job in the game industry - by Cindy Boesel http://www.gamasutra.com/blogs/CindyBoesel/20150625/247011/How_to_land_a_job_in_the_game_industry.php If becoming a professional in the game industry is your dream and you're not sure how to break into this market, here are 5 tips to help you land your first job and launch a successful career in this exciting industry. http://www.gamasutra.com/blogs/CindyBoesel/20150625/247011/How_to_land_a_job_in_the_game_industry.php Thu, 25 Jun 2015 01:25:00 EDT Taken a risk, hoping for bright future... - by Chris Sederqvist http://www.gamasutra.com/blogs/ChrisSederqvist/20150625/246854/Taken_a_risk_hoping_for_bright_future.php I've recently quit my job as a systems developer, going all-in on game development and 2d / 3d asset creation. http://www.gamasutra.com/blogs/ChrisSederqvist/20150625/246854/Taken_a_risk_hoping_for_bright_future.php Thu, 25 Jun 2015 01:22:00 EDT Shame and game making - by rahul sehgal http://www.gamasutra.com/blogs/RahulSehgal/20150624/246941/Shame_and_game_making.php Thoughts on the emotional aspect of being a Game maker-how we view ourselves, how the world sees us and how it affects us. http://www.gamasutra.com/blogs/RahulSehgal/20150624/246941/Shame_and_game_making.php Wed, 24 Jun 2015 06:17:00 EDT Games and interactive storytelling. - by Josh Newland http://www.gamasutra.com/blogs/JoshNewland/20150624/246930/Games_and_interactive_storytelling.php Short summary on interactive storytelling. http://www.gamasutra.com/blogs/JoshNewland/20150624/246930/Games_and_interactive_storytelling.php Wed, 24 Jun 2015 06:16:00 EDT Don't Fear Competitors - Embrace Them! - by Nicholas Lives http://www.gamasutra.com/blogs/NicholasLives/20150624/246937/Dont_Fear_Competitors__Embrace_Them.php When a game pops up in the marketplace that shares a similar concept as ours, we tend to go into panic mode. Fear and hate grows for our competitor. But it doesn't have to be that way. http://www.gamasutra.com/blogs/NicholasLives/20150624/246937/Dont_Fear_Competitors__Embrace_Them.php Wed, 24 Jun 2015 06:16:00 EDT 2D procedurally generated world building in Unity - by Josh Newland http://www.gamasutra.com/blogs/JoshNewland/20150624/246897/2D_procedurally_generated_world_building_in_Unity.php Description and post-mortem of a 2d procedural world generator. http://www.gamasutra.com/blogs/JoshNewland/20150624/246897/2D_procedurally_generated_world_building_in_Unity.php Wed, 24 Jun 2015 06:14:00 EDT Designing a Mobile Game Technology Stack - by Ruud van Falier http://www.gamasutra.com/blogs/RuudVanFalier/20150624/246863/Designing_a_Mobile_Game_Technology_Stack.php A look at the technology stack designed by Rumar Gaming that allows rapid release of new games without worrying about non-gameplay functionality, databases or API hosting. http://www.gamasutra.com/blogs/RuudVanFalier/20150624/246863/Designing_a_Mobile_Game_Technology_Stack.php Wed, 24 Jun 2015 10:30:00 EDT Summoner Sweetheart Post-Mortem - by Silvia Chang http://www.gamasutra.com/blogs/SilviaChang/20150624/246891/Summoner_Sweetheart_PostMortem.php A lengthy post-mortem report on the production of "Summoner Sweetheart," an indie visual novel & RPG game developed by Big Steps. http://www.gamasutra.com/blogs/SilviaChang/20150624/246891/Summoner_Sweetheart_PostMortem.php Wed, 24 Jun 2015 10:19:00 EDT Story structure as a tool for game designers - by Filip Wiltgren http://www.gamasutra.com/blogs/FilipWiltgren/20150624/246862/Story_structure_as_a_tool_for_game_designers.php Writers often use a story structure model to create plots that keep readers engaged. But with a few tweaks a simple 7 point story structure will work just as well for analyzing and designing games. http://www.gamasutra.com/blogs/FilipWiltgren/20150624/246862/Story_structure_as_a_tool_for_game_designers.php Wed, 24 Jun 2015 10:10:00 EDT