Gamasutra.com - Member Blogs http://www.gamasutra.com/blogs/member/ Gamasutra Blogs Mon, 28 Jul 2014 10:27:26 EDT en-us scarless@think-services.com (Simon Carless) Knockout: The five most lethal punches - by Chanda Gohrani http://www.gamasutra.com/blogs/ChandaGohrani/20140728/221998/Knockout_The_five_most_lethal_punches.php Video games are been all about letting your fists do the talking. Fists you control by punching buttons, yes, but fists nonetheless. We present to you five of the most devastating punches in gaming history (so far). http://www.gamasutra.com/blogs/ChandaGohrani/20140728/221998/Knockout_The_five_most_lethal_punches.php Mon, 28 Jul 2014 06:51:00 EDT Comment thy Code - by Vasileios Karavasilis http://www.gamasutra.com/blogs/VasileiosKaravasilis/20140726/221965/Comment_thy_Code.php Are you too bored to comment your code? Well maybe you need some reasons to do it! http://www.gamasutra.com/blogs/VasileiosKaravasilis/20140726/221965/Comment_thy_Code.php Sat, 26 Jul 2014 06:21:00 EDT Examining the E-Sports Impact on the Market - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20140726/221963/Examining_the_ESports_Impact_on_the_Market.php E-Sports have been slowing rising in popularity over the last decade and today's post examines what it is, the popular games and why developers should pay attention to it. http://www.gamasutra.com/blogs/UlyanaChernyak/20140726/221963/Examining_the_ESports_Impact_on_the_Market.php Sat, 26 Jul 2014 05:54:00 EDT DELTA 9 VIDEO GAME - by james koenig http://www.gamasutra.com/blogs/JamesKoenig/20140725/221946/DELTA_9_VIDEO_GAME.php so much progress has been made on my "DELTA 9" PROJECT http://www.gamasutra.com/blogs/JamesKoenig/20140725/221946/DELTA_9_VIDEO_GAME.php Fri, 25 Jul 2014 05:50:00 EDT Toto Temple Deluxe: From The Idea to The Final Product - by Yowan Langlais http://www.gamasutra.com/blogs/YowanLanglais/20140725/221921/Toto_Temple_Deluxe_From_The_Idea_to_The_Final_Product.php Designing a game with an appropriate difficulty curve is something really hard, but what happens when you try to scale difficulty, but without a curve? http://www.gamasutra.com/blogs/YowanLanglais/20140725/221921/Toto_Temple_Deluxe_From_The_Idea_to_The_Final_Product.php Fri, 25 Jul 2014 04:24:00 EDT Toto Temple Deluxe: Sacrificing Fun To Remove The No-Fun - by Yowan Langlais http://www.gamasutra.com/blogs/YowanLanglais/20140725/221939/Toto_Temple_Deluxe_Sacrificing_Fun_To_Remove_The_NoFun.php Making a game is rarely a straightforward process, and if so odds are the maker did not care enough. Game design is much like an ecosystem; we can see the birth and death of many ideas through the evolution of the design. Here are examples. http://www.gamasutra.com/blogs/YowanLanglais/20140725/221939/Toto_Temple_Deluxe_Sacrificing_Fun_To_Remove_The_NoFun.php Fri, 25 Jul 2014 04:22:00 EDT Four studies on videogame genre preferences - by Wai Yen Tang http://www.gamasutra.com/blogs/WaiYenTang/20140725/221936/Four_studies_on_videogame_genre_preferences.php A review of four studies examining preferences for video games and video game genres. http://www.gamasutra.com/blogs/WaiYenTang/20140725/221936/Four_studies_on_videogame_genre_preferences.php Fri, 25 Jul 2014 03:36:00 EDT Letter Quest Price Change on PC and Mac - by Mark Smith http://www.gamasutra.com/blogs/MarkSmith/20140725/221929/Letter_Quest_Price_Change_on_PC_and_Mac.php Letter Quest was originally released on PC and Mac for $9.99. After a lot of careful consideration (and very low sales), we lowered the price to $4.99, and would like to explain the reasoning behind the decision. http://www.gamasutra.com/blogs/MarkSmith/20140725/221929/Letter_Quest_Price_Change_on_PC_and_Mac.php Fri, 25 Jul 2014 03:22:00 EDT Platforming brawlers vs Anxiety? - by Eske Knudsen http://www.gamasutra.com/blogs/EskeKnudsen/20140725/221904/Platforming_brawlers_vs_Anxiety.php Could you successfully improve people’s ability to focus and concentrate by playing challenging side-scrolling platform brawlers? http://www.gamasutra.com/blogs/EskeKnudsen/20140725/221904/Platforming_brawlers_vs_Anxiety.php Fri, 25 Jul 2014 10:56:00 EDT Why I Made a Game Engine - by Zac Zidik http://www.gamasutra.com/blogs/ZacZidik/20140725/221884/Why_I_Made_a_Game_Engine.php Reasons I created an HTML5 game engine called FLAG. http://www.gamasutra.com/blogs/ZacZidik/20140725/221884/Why_I_Made_a_Game_Engine.php Fri, 25 Jul 2014 07:48:00 EDT Introduction to Steering Behaviours - by Juan Felipe Belon Perez http://www.gamasutra.com/blogs/JuanFelipeBelonPerez/20140724/221421/Introduction_to_Steering_Behaviours.php Sometimes we play with AI's that looks smart, how are they doing it?. I'll give you a reason to believe in automated steering behaviours for your next game AI. http://www.gamasutra.com/blogs/JuanFelipeBelonPerez/20140724/221421/Introduction_to_Steering_Behaviours.php Thu, 24 Jul 2014 05:30:00 EDT Serialized Storytelling in Games - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20140724/221842/Serialized_Storytelling_in_Games.php Today's post examines the concept of serialized storytelling and how it's one area that video games still falter on. http://www.gamasutra.com/blogs/JoshBycer/20140724/221842/Serialized_Storytelling_in_Games.php Thu, 24 Jul 2014 04:11:00 EDT Modern Japanese Games - by Karl Inglott http://www.gamasutra.com/blogs/KarlInglott/20140724/221832/Modern_Japanese_Games.php I wrote this a couple of years ago and made some slight amendments, I think it’s still a bit relevant today. It was written in response to the Phil Fish statement during GDC that Japanese Games "Suck". http://www.gamasutra.com/blogs/KarlInglott/20140724/221832/Modern_Japanese_Games.php Thu, 24 Jul 2014 04:03:00 EDT Market Your Game Part 1 (Research) - by Christopher Manzano http://www.gamasutra.com/blogs/ChristopherManzano/20140724/221750/Market_Your_Game_Part_1_Research.php How to Market your Game (Part 1 - Competitor Research)-----Learn how big publishers are advertising their games to help your marketing! (Kabam, R2 Games and more) http://www.gamasutra.com/blogs/ChristopherManzano/20140724/221750/Market_Your_Game_Part_1_Research.php Thu, 24 Jul 2014 06:42:00 EDT How Hearthstone restored my faith in card games. - by Mark Slabinski http://www.gamasutra.com/blogs/MarkSlabinski/20140723/221748/How_Hearthstone_restored_my_faith_in_card_games.php Years ago I turned away from CCG/TCGs. This blog is about how Hearthstone pulled me back in and why it's such a leap forward in card games. http://www.gamasutra.com/blogs/MarkSlabinski/20140723/221748/How_Hearthstone_restored_my_faith_in_card_games.php Wed, 23 Jul 2014 09:21:00 EDT Is better always better? - by Catalin Marcu http://www.gamasutra.com/blogs/CatalinMarcu/20140723/221725/Is_better_always_better.php Obsessively trying to make anything you work on better, in any sense of the word, can have worse consequences than you think. http://www.gamasutra.com/blogs/CatalinMarcu/20140723/221725/Is_better_always_better.php Wed, 23 Jul 2014 03:57:00 EDT Overdrive Road Rally: Premortem - by Austin Farmer http://www.gamasutra.com/blogs/AustinFarmer/20140723/221724/Overdrive_Road_Rally_Premortem.php A look at some of the things our team is doing, to ensure the success of our upcoming Overdrive Road Rally. http://www.gamasutra.com/blogs/AustinFarmer/20140723/221724/Overdrive_Road_Rally_Premortem.php Wed, 23 Jul 2014 03:02:00 EDT Killing a horse with text - by Benoit Prezeau http://www.gamasutra.com/blogs/BenoitPrezeau/20140723/221713/Killing_a_horse_with_text.php Thoughts about describing the act of killing in a text-based CRPG. http://www.gamasutra.com/blogs/BenoitPrezeau/20140723/221713/Killing_a_horse_with_text.php Wed, 23 Jul 2014 11:28:00 EDT The 5 Coolest Robots In Videogames - by Chanda Gohrani http://www.gamasutra.com/blogs/ChandaGohrani/20140723/221653/The_5_Coolest_Robots_In_Videogames.php Robots and videogames, a match made in heaven. They make good enemies (exploding in showers of sparks and bolts), sidekicks and player characters alike, and they're always super cool to boot. Here are just five of our faves from across the years! http://www.gamasutra.com/blogs/ChandaGohrani/20140723/221653/The_5_Coolest_Robots_In_Videogames.php Wed, 23 Jul 2014 01:14:00 EDT Interview with a Casual Game Dev moving to Hardcore Game Dev by Me - by Renante Silvestre http://www.gamasutra.com/blogs/RenanteSilvestre/20140723/221650/Interview_with_a_Casual_Game_Dev_moving_to_Hardcore_Game_Dev_by_Me.php For my birthday I interviewed myself, here's how it went. http://www.gamasutra.com/blogs/RenanteSilvestre/20140723/221650/Interview_with_a_Casual_Game_Dev_moving_to_Hardcore_Game_Dev_by_Me.php Wed, 23 Jul 2014 12:04:00 EDT The Hard Lesson of Games Workshop - by Mark Slabinski http://www.gamasutra.com/blogs/MarkSlabinski/20140722/221648/The_Hard_Lesson_of_Games_Workshop.php This blog deals with the tabletop gaming company Games workshop and the predicament they have found themselves in with their players. In their story is a lesson all studios should take to heart. http://www.gamasutra.com/blogs/MarkSlabinski/20140722/221648/The_Hard_Lesson_of_Games_Workshop.php Tue, 22 Jul 2014 09:33:00 EDT The Dangers of Forced Failure in Game Design - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20140722/221621/The_Dangers_of_Forced_Failure_in_Game_Design.php Today's post examines the concept of forced failure or where a game is set up to make the player fail and why this form of design has some problems. http://www.gamasutra.com/blogs/JoshBycer/20140722/221621/The_Dangers_of_Forced_Failure_in_Game_Design.php Tue, 22 Jul 2014 02:41:00 EDT Five nightmares of a modern Game Designer - by Svyatoslav Torick http://www.gamasutra.com/blogs/SvyatoslavTorick/20140722/221610/Five_nightmares_of_a_modern_Game_Designer.php The Game Designer is the only person who is utterly and completely in charge of the game experience, so to make the impressions seamless and thorough they have to meet compromises and make sacrifices. Here are five basic working issues we experience. http://www.gamasutra.com/blogs/SvyatoslavTorick/20140722/221610/Five_nightmares_of_a_modern_Game_Designer.php Tue, 22 Jul 2014 11:15:00 EDT Getting/Making Game Music that Fits - World Tour Series - Beach Music - by Harry Mack http://www.gamasutra.com/blogs/HarryMack/20140722/221587/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Beach_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 Beach music. http://www.gamasutra.com/blogs/HarryMack/20140722/221587/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Beach_Music.php Tue, 22 Jul 2014 09:04:00 EDT Community Management - When a game is no more - by Elinor Cohen http://www.gamasutra.com/blogs/ElinorCohen/20140722/221578/Community_Management__When_a_game_is_no_more.php My love affair with community management began when I worked for an indie gaming studio. The studio had since closed and the games are no more, but the community remains and so does the community manager. http://www.gamasutra.com/blogs/ElinorCohen/20140722/221578/Community_Management__When_a_game_is_no_more.php Tue, 22 Jul 2014 08:28:00 EDT Is amiibo Nintendo’s Next Costly Disaster? - by Bryan Cashman http://www.gamasutra.com/blogs/BryanCashman/20140722/221245/Is_amiibo_Nintendos_Next_Costly_Disaster.php amiibo seems like a great way to extend the company's brands to the youth market, but CONSULGAMER sees a number of threats to the product line that could make amiibo another costly disaster for Nintendo. http://www.gamasutra.com/blogs/BryanCashman/20140722/221245/Is_amiibo_Nintendos_Next_Costly_Disaster.php Tue, 22 Jul 2014 04:41:00 EDT Hover Cabs: porting from PC to Windows Phone - by Paolo Gambardella http://www.gamasutra.com/blogs/PaoloGambardella/20140722/221561/Hover_Cabs_porting_from_PC_to_Windows_Phone.php When we thought to build Hover Cabs, a casual version of Stress Taxi for PC, the first move was to think in our players. http://www.gamasutra.com/blogs/PaoloGambardella/20140722/221561/Hover_Cabs_porting_from_PC_to_Windows_Phone.php Tue, 22 Jul 2014 04:21:00 EDT Playing the App Store Lottery: Our first week's sales numbers. - by Ryan Leonski http://www.gamasutra.com/blogs/RyanLeonski/20140722/221556/Playing_the_App_Store_Lottery_Our_first_weeks_sales_numbers.php We just released our first game on mobile. Here's how we did our first week. http://www.gamasutra.com/blogs/RyanLeonski/20140722/221556/Playing_the_App_Store_Lottery_Our_first_weeks_sales_numbers.php Tue, 22 Jul 2014 02:16:00 EDT The MOBA Market Expansion - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20140722/221552/The_MOBA_Market_Expansion.php MOBAs have been rising in popularity over recent years and today's post examines it's growth and things to consider if you are thinking of working on one in the near future. http://www.gamasutra.com/blogs/UlyanaChernyak/20140722/221552/The_MOBA_Market_Expansion.php Tue, 22 Jul 2014 12:45:00 EDT This flaw kills games dead. - by Ben Jones http://www.gamasutra.com/blogs/BenJones/20140721/221529/This_flaw_kills_games_dead.php One weird trick for not infuriating your players. http://www.gamasutra.com/blogs/BenJones/20140721/221529/This_flaw_kills_games_dead.php Mon, 21 Jul 2014 05:56:00 EDT Video Game Whales - A Deeper Look - by Kevin Harwood http://www.gamasutra.com/blogs/KevinHarwood/20140721/221523/Video_Game_Whales__A_Deeper_Look.php Video Game Whales have been discussed frequently but with little insight to the financial nature of the “beast”. A whale is a user who is spending a significant higher amount on your game through microtransactions (MTX). http://www.gamasutra.com/blogs/KevinHarwood/20140721/221523/Video_Game_Whales__A_Deeper_Look.php Mon, 21 Jul 2014 05:08:00 EDT Antialiasing Procedural Shaders in the Unreal Engine - by Kenneth Arcieri http://www.gamasutra.com/blogs/KennethArcieri/20140721/221477/Antialiasing_Procedural_Shaders_in_the_Unreal_Engine.php Procedural shaders don't share the same luxuries as texture maps when it comes to antialiasing. In this post I explain how I implemented a antialiasing method called "frequency clamping" to remove undesired artifacts from my materials. http://www.gamasutra.com/blogs/KennethArcieri/20140721/221477/Antialiasing_Procedural_Shaders_in_the_Unreal_Engine.php Mon, 21 Jul 2014 10:17:00 EDT Unity Optimizing For Mobile Using SubTile Meshes - by Mark Hogan http://www.gamasutra.com/blogs/MarkHogan/20140721/221458/Unity_Optimizing_For_Mobile_Using_SubTile_Meshes.php Making your Unity game run smoothly on low end devices can be tricky, particularly if you're using the indie version. This post shows a way of authoring your 3D to reduce drawcalls while still making use of tiled textures. http://www.gamasutra.com/blogs/MarkHogan/20140721/221458/Unity_Optimizing_For_Mobile_Using_SubTile_Meshes.php Mon, 21 Jul 2014 08:23:00 EDT One simple Hack to Crack IAPs in the Developing World - by Gurinder Singh http://www.gamasutra.com/blogs/GurinderSingh/20140721/221454/One_simple_Hack_to_Crack_IAPs_in_the_Developing_World.php How we increased our IAP Revenue from the Developing World by 400%! http://www.gamasutra.com/blogs/GurinderSingh/20140721/221454/One_simple_Hack_to_Crack_IAPs_in_the_Developing_World.php Mon, 21 Jul 2014 06:43:00 EDT Saw: The Video Game Review - by Kyle Willmore http://www.gamasutra.com/blogs/KyleWillmore/20140720/221442/Saw_The_Video_Game_Review.php I want to play a game, but not this one..... http://www.gamasutra.com/blogs/KyleWillmore/20140720/221442/Saw_The_Video_Game_Review.php Sun, 20 Jul 2014 08:58:00 EDT The Visual Guide to Multiplayer Level Design - by Bobby Ross http://www.gamasutra.com/blogs/BobbyRoss/20140720/221342/The_Visual_Guide_to_Multiplayer_Level_Design.php An infographic tutorial series on designing team based, multiplayer, shooter maps. http://www.gamasutra.com/blogs/BobbyRoss/20140720/221342/The_Visual_Guide_to_Multiplayer_Level_Design.php Sun, 20 Jul 2014 07:48:00 EDT Why You Shouldn’t Back Potato Salad, But Should Watch Its Every Move - by Riley Halligan http://www.gamasutra.com/blogs/RileyHalligan/20140720/221437/Why_You_Shouldnt_Back_Potato_Salad_But_Should_Watch_Its_Every_Move.php The internet is all up in arms over this potato salad kickstarter page. Although this project shows the darker side of crouwdfunding, and what can happen when crowdfunding is exploited, watching potato salad's every move is critical as a "how to" guide. http://www.gamasutra.com/blogs/RileyHalligan/20140720/221437/Why_You_Shouldnt_Back_Potato_Salad_But_Should_Watch_Its_Every_Move.php Sun, 20 Jul 2014 05:57:00 EDT Starsector: A Story of Indie Development Done Right - Interview with Alex Mosolov - by Mihai Cosma http://www.gamasutra.com/blogs/MihaiCosma/20140720/221434/Starsector_A_Story_of_Indie_Development_Done_Right__Interview_with_Alex_Mosolov.php In this article i interview Alex Mosolov, an indie developer and lead of Fractal Softworks, lead dev of one of the most well-designed and properly-managed indie games that you most likely don't know about, Starsector. http://www.gamasutra.com/blogs/MihaiCosma/20140720/221434/Starsector_A_Story_of_Indie_Development_Done_Right__Interview_with_Alex_Mosolov.php Sun, 20 Jul 2014 04:11:00 EDT Portable Game Labels - by Johan Basberg http://www.gamasutra.com/blogs/JohanBasberg/20140720/220735/Portable_Game_Labels.php The unique & inherent challenge for portable gaming is the continuously changing gaming context. Not all games are suitable for a bumpy bus ride or 2 min. sessions. I suggest 3 rating labels to improve search results, game discovery & player satisfaction. http://www.gamasutra.com/blogs/JohanBasberg/20140720/220735/Portable_Game_Labels.php Sun, 20 Jul 2014 04:01:00 EDT Viral Installs - Getting Users to Share and Rate Your Game - by Yaniv Nizan http://www.gamasutra.com/blogs/YanivNizan/20140719/221429/Viral_Installs__Getting_Users_to_Share_and_Rate_Your_Game.php Everyone wants more organic installs and the way to get them is to make your game highly shareable. By inspecting games that succeeded in becoming viral and comparing them to other game, the slides in this post offer a recipe for game virality. http://www.gamasutra.com/blogs/YanivNizan/20140719/221429/Viral_Installs__Getting_Users_to_Share_and_Rate_Your_Game.php Sat, 19 Jul 2014 07:50:00 EDT The Michelle Phan copyright infringement lawsuit is a wake-up call for everyone who creates YouTube content - by Zachary Strebeck http://www.gamasutra.com/blogs/ZacharyStrebeck/20140719/221427/The_Michelle_Phan_copyright_infringement_lawsuit_is_a_wakeup_call_for_everyone_who_creates_YouTube_content.php On July 16, Ultra records filed a lawsuit against popular YouTube vlogger Michelle Phan in a Los Angeles District Court. Ultra is alleging that Phan committed copyright infringement when she used music by their artists in her videos. http://www.gamasutra.com/blogs/ZacharyStrebeck/20140719/221427/The_Michelle_Phan_copyright_infringement_lawsuit_is_a_wakeup_call_for_everyone_who_creates_YouTube_content.php Sat, 19 Jul 2014 06:43:00 EDT Understanding Microtransaction Pricing - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20140719/221426/Understanding_Microtransaction_Pricing.php As more developers turn to free to play or monetization for their games, it's important to understand the thought process that should be going into deciding pricing on this type of content. http://www.gamasutra.com/blogs/UlyanaChernyak/20140719/221426/Understanding_Microtransaction_Pricing.php Sat, 19 Jul 2014 06:22:00 EDT Knight Girl - behind the scenes - by Vitaliy Onishenko http://www.gamasutra.com/blogs/VitaliyOnishenko/20140719/221423/Knight_Girl__behind_the_scenes.php Here is a short story about making our new match-3 game for iOS called Knight Girl. http://www.gamasutra.com/blogs/VitaliyOnishenko/20140719/221423/Knight_Girl__behind_the_scenes.php Sat, 19 Jul 2014 09:11:00 EDT Post Release Blues: A Theory - by Phil Royer http://www.gamasutra.com/blogs/PhilRoyer/20140718/221403/Post_Release_Blues_A_Theory.php I've been mulling over the post-release blues for some time now. The main reason is because I've been hit hard around the release of Super Pixalo and finishing up my last year of college. http://www.gamasutra.com/blogs/PhilRoyer/20140718/221403/Post_Release_Blues_A_Theory.php Fri, 18 Jul 2014 08:47:00 EDT How TerraTech uses steganography for sharing player-generated content - by Russ Clarke http://www.gamasutra.com/blogs/RussClarke/20140718/220932/How_TerraTech_uses_steganography_for_sharing_playergenerated_content.php This article, by lead developer Russ Clarke, walks through the problem-solving process that London startup Payload Studios followed in adding a social content sharing function to their physics-based vehicle construction game, TerraTech. http://www.gamasutra.com/blogs/RussClarke/20140718/220932/How_TerraTech_uses_steganography_for_sharing_playergenerated_content.php Fri, 18 Jul 2014 04:16:00 EDT WildStar's CREDD System Explained - by Kevin Harwood http://www.gamasutra.com/blogs/KevinHarwood/20140718/221404/WildStars_CREDD_System_Explained.php WildStar has launched a brilliant monetization system which should prove to be a game changer. http://www.gamasutra.com/blogs/KevinHarwood/20140718/221404/WildStars_CREDD_System_Explained.php Fri, 18 Jul 2014 02:59:00 EDT Shifting Priorities - by Douglas Lynn http://www.gamasutra.com/blogs/DouglasLynn/20140718/221399/Shifting_Priorities.php Game development is supposed to have certain protocols to follow. In theory, there are standard production models and rules that help make development a smooth ride. In reality, that's not exactly true, especially in the indie scene. http://www.gamasutra.com/blogs/DouglasLynn/20140718/221399/Shifting_Priorities.php Fri, 18 Jul 2014 12:24:00 EDT Shadowgate Blog #1 - The Story of the MacVentures, Shadowgate and its Re-imagining - by Karl Roelofs http://www.gamasutra.com/blogs/KarlRoelofs/20140717/221321/Shadowgate_Blog_1__The_Story_of_the_MacVentures_Shadowgate_and_its_Reimagining.php This blog details the development history of Shadowgate, a graphic point-and-click adventure originally created in the 80's, that is being re-imagined for old and new fans alike. http://www.gamasutra.com/blogs/KarlRoelofs/20140717/221321/Shadowgate_Blog_1__The_Story_of_the_MacVentures_Shadowgate_and_its_Reimagining.php Thu, 17 Jul 2014 07:27:00 EDT Surprising Insights You Can Get From Publisher IDs - by Simon Kendall http://www.gamasutra.com/blogs/SimonKendall/20140717/221018/Surprising_Insights_You_Can_Get_From_Publisher_IDs.php It's hard to keep chipping away at large amounts of data when your gut instinct tells you there's nothing there. Fortunately, Publisher IDs can provide surprising and invaluable targeting insights for your app marketing campaign. http://www.gamasutra.com/blogs/SimonKendall/20140717/221018/Surprising_Insights_You_Can_Get_From_Publisher_IDs.php Thu, 17 Jul 2014 06:24:00 EDT YogsCast Kickstarter game “Yogventures!” cancelled - A legal perspective - by Zachary Strebeck http://www.gamasutra.com/blogs/ZacharyStrebeck/20140717/221315/YogsCast_Kickstarter_game_Yogventures_cancelled__A_legal_perspective.php California game lawyer Zachary Strebeck examines the cancellation of Kickstarter-funded game Yogventures! from a legal perspective. http://www.gamasutra.com/blogs/ZacharyStrebeck/20140717/221315/YogsCast_Kickstarter_game_Yogventures_cancelled__A_legal_perspective.php Thu, 17 Jul 2014 01:46:00 EDT When an Artist Creates Games - by Lorenzo Pigozzo http://www.gamasutra.com/blogs/LorenzoPigozzo/20140717/221269/When_an_Artist_Creates_Games.php Is game design different if an artist tries to make an interactive piece instead of when a developer makes art games? http://www.gamasutra.com/blogs/LorenzoPigozzo/20140717/221269/When_an_Artist_Creates_Games.php Thu, 17 Jul 2014 06:53:00 EDT The State of Pricing in the Game Industry - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20140717/221255/The_State_of_Pricing_in_the_Game_Industry.php Figuring out how to price your game in today's market can be a bit confusing. For today's post we're going to look at the pricing guidelines that have become a part of the Game Industry. http://www.gamasutra.com/blogs/UlyanaChernyak/20140717/221255/The_State_of_Pricing_in_the_Game_Industry.php Thu, 17 Jul 2014 05:09:00 EDT My latest game for Android: Haunted Mine Adventure - by Thierry Brochart http://www.gamasutra.com/blogs/ThierryBrochart/20140717/221248/My_latest_game_for_Android_Haunted_Mine_Adventure.php Today I published my new free game: Haunted Mine Adventure! [url]https://play.google.com/store/apps/details?id=com.gamayun.hauntedmineadventure[/url] How deep into the cave can you go? http://www.gamasutra.com/blogs/ThierryBrochart/20140717/221248/My_latest_game_for_Android_Haunted_Mine_Adventure.php Thu, 17 Jul 2014 05:01:00 EDT Dynamics of Steam as a Sales Platform - by Burak Tezateser http://www.gamasutra.com/blogs/BurakTezateser/20140717/220624/Dynamics_of_Steam_as_a_Sales_Platform.php As a victim of Steam's new structure, I tried to analyze what changed in the market and how to respond. http://www.gamasutra.com/blogs/BurakTezateser/20140717/220624/Dynamics_of_Steam_as_a_Sales_Platform.php Thu, 17 Jul 2014 04:46:00 EDT _likes - by Aaron Steed http://www.gamasutra.com/blogs/AaronSteed/20140717/221246/likes.php Steed attempts to write an article on roguelikes without writing a listicle of the current top 5 like everyone normally does. How is that even possible you ask? Perhaps you haven't heard about the roguelike community. Take my hand... http://www.gamasutra.com/blogs/AaronSteed/20140717/221246/likes.php Thu, 17 Jul 2014 03:43:00 EDT Network Traffic Culling - by Mike Hergaarden http://www.gamasutra.com/blogs/MikeHergaarden/20140716/221237/Network_Traffic_Culling.php January this year our FPS game Verdun was suffering from a lot of network traffic. By implementing simple network culling we were able to reduce traffic by 50%. This post details how we implemented this in Photon Unity Networking (90% client-side). http://www.gamasutra.com/blogs/MikeHergaarden/20140716/221237/Network_Traffic_Culling.php Wed, 16 Jul 2014 07:05:00 EDT Legal News – Imprisoned ex-dictator Manuel Noriega sues Activision - by Zachary Strebeck http://www.gamasutra.com/blogs/ZacharyStrebeck/20140716/221236/Legal_News__Imprisoned_exdictator_Manuel_Noriega_sues_Activision.php California game lawyer Zachary Strebeck looks at the facts and the law behind a lawsuit filed by former Panamanian dictator against game publisher Activision Entertainment. http://www.gamasutra.com/blogs/ZacharyStrebeck/20140716/221236/Legal_News__Imprisoned_exdictator_Manuel_Noriega_sues_Activision.php Wed, 16 Jul 2014 06:53:00 EDT The Slot Machine Effect of Good Loot Design - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20140716/221230/The_Slot_Machine_Effect_of_Good_Loot_Design.php Discussions on loot design come in many forms and today's post examines the actual act: What goes in it to keep players coming back for more. http://www.gamasutra.com/blogs/JoshBycer/20140716/221230/The_Slot_Machine_Effect_of_Good_Loot_Design.php Wed, 16 Jul 2014 03:15:00 EDT We ask indies: Dom2D, game designer, 2d artist and Tumblr addict from Canada! - by Nico Saraintaris http://www.gamasutra.com/blogs/NicoSaraintaris/20140716/221214/We_ask_indies_Dom2D_game_designer_2d_artist_and_Tumblr_addict_from_Canada.php In this Q&A Dom2D talks about game design, art influences, favourite devs, game jams and tumblr addiction! http://www.gamasutra.com/blogs/NicoSaraintaris/20140716/221214/We_ask_indies_Dom2D_game_designer_2d_artist_and_Tumblr_addict_from_Canada.php Wed, 16 Jul 2014 01:50:00 EDT Making your way in HTML5 - by Andriy Vinchkovskiy http://www.gamasutra.com/blogs/AndriyVinchkovskiy/20140716/221161/Making_your_way_in_HTML5.php Bringing games to the largest possible number of people is the most important factors for all developers. HTML5 provides a truly unique opportunity; fast one-off development for a multitude of platforms. This is our story. http://www.gamasutra.com/blogs/AndriyVinchkovskiy/20140716/221161/Making_your_way_in_HTML5.php Wed, 16 Jul 2014 04:31:00 EDT