Gamasutra.com - Member Blogs http://www.gamasutra.com/blogs/member/ Gamasutra Blogs Tue, 04 Aug 2015 03:56:40 EDT en-us scarless@think-services.com (Simon Carless) A Journey into Production: Part IV - Teaser Trailer - by Samy Dib http://www.gamasutra.com/blogs/SamyDib/20150803/250207/A_Journey_into_Production_Part_IV__Teaser_Trailer.php This week I took on the task to create the Teaser Trailer for Ascendance, the game I'm working on with fellow students from the University of Advancing Technology. http://www.gamasutra.com/blogs/SamyDib/20150803/250207/A_Journey_into_Production_Part_IV__Teaser_Trailer.php Mon, 03 Aug 2015 03:28:00 EDT Examining The Five Nights at Freddy's Experience - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150803/250286/Examining_The_Five_Nights_at_Freddys_Experience.php The Five Nights at Freddy's series has become a cult sensation over the last year and today's post looks at what it did from a horror and design angle. http://www.gamasutra.com/blogs/JoshBycer/20150803/250286/Examining_The_Five_Nights_at_Freddys_Experience.php Mon, 03 Aug 2015 03:28:00 EDT Important Case Studies That Prove App Store Optimization Works - by Puneet Yamparala http://www.gamasutra.com/blogs/PuneetYamparala/20150803/250186/Important_Case_Studies_That_Prove_App_Store_Optimization_Works.php This is a summary post having the best posts from the app entrepreneurs association. The post post mainly focuses on improving app downloads, app marketing and development http://www.gamasutra.com/blogs/PuneetYamparala/20150803/250186/Important_Case_Studies_That_Prove_App_Store_Optimization_Works.php Mon, 03 Aug 2015 03:27:00 EDT Games and Data: A Brief Perspective - by Steve Bailey http://www.gamasutra.com/blogs/SteveBailey/20150803/250210/Games_and_Data_A_Brief_Perspective.php At Gamescom 2014, I asked everyone I met about how they perceive the role of data in the games industry. This is the brief summary of the conversations I've since had about the topic, across the past year. http://www.gamasutra.com/blogs/SteveBailey/20150803/250210/Games_and_Data_A_Brief_Perspective.php Mon, 03 Aug 2015 03:27:00 EDT How Strong is that Copyright in Your Virtual Reality Content? - by David Hoppe http://www.gamasutra.com/blogs/DavidHoppe/20150803/250225/How_Strong_is_that_Copyright_in_Your_Virtual_Reality_Content.php While virtual reality environments may be protected by copyright, the strength of the protection will depend on the degree of originality in the content. http://www.gamasutra.com/blogs/DavidHoppe/20150803/250225/How_Strong_is_that_Copyright_in_Your_Virtual_Reality_Content.php Mon, 03 Aug 2015 03:27:00 EDT Video game translation tools - by Héctor Téllez http://www.gamasutra.com/blogs/HctorTllez/20150803/250233/Video_game_translation_tools.php Game translation for professional's http://www.gamasutra.com/blogs/HctorTllez/20150803/250233/Video_game_translation_tools.php Mon, 03 Aug 2015 03:27:00 EDT And the winner is... - by James Bennett http://www.gamasutra.com/blogs/JamesBennett/20150803/250191/And_the_winner_is.php Updates regarding the Conquest! UI design contest as well as quite a few changes to the core server code. New Facebook and Forum pages were also launched! http://www.gamasutra.com/blogs/JamesBennett/20150803/250191/And_the_winner_is.php Mon, 03 Aug 2015 03:25:00 EDT Production of UAT Game Studio: Ascendance (Part 4) - by Joshua Martonick http://www.gamasutra.com/blogs/JoshuaMartonick/20150803/250214/Production_of_UAT_Game_Studio_Ascendance_Part_4.php Update on Ascendance and my experience with social media and marketing. http://www.gamasutra.com/blogs/JoshuaMartonick/20150803/250214/Production_of_UAT_Game_Studio_Ascendance_Part_4.php Mon, 03 Aug 2015 03:25:00 EDT Knick Knax- Producer Musings Part 3 - by MATTHEW MARQUIT http://www.gamasutra.com/blogs/MATTHEWMARQUIT/20150803/250227/Knick_Knax_Producer_Musings_Part_3.php As an artist, a designer, and a teacher the role of producer for a small game project, Knick-Knax, is both familiar and foreign. This is a weekly journal of some of the things I've learned, experienced, and witnessed along the way. http://www.gamasutra.com/blogs/MATTHEWMARQUIT/20150803/250227/Knick_Knax_Producer_Musings_Part_3.php Mon, 03 Aug 2015 03:25:00 EDT "Action, Death, and Catharsis: Call of Duty 4: Modern Warfare," from SHOOTER - by Reid McCarter http://www.gamasutra.com/blogs/ReidMcCarter/20150803/250192/quotAction_Death_and_Catharsis_Call_of_Duty_4_Modern_Warfarequot_from_SHOOTER.php A sample chapter from Reid McCarter and Patrick Lindsey's SHOOTER, an eBook collection of critical essays about games with guns. http://www.gamasutra.com/blogs/ReidMcCarter/20150803/250192/quotAction_Death_and_Catharsis_Call_of_Duty_4_Modern_Warfarequot_from_SHOOTER.php Mon, 03 Aug 2015 03:21:00 EDT Achievement mechanic with Badge Keeper (early stage review) - by Ilya Kivilev http://www.gamasutra.com/blogs/IlyaKivilev/20150803/250196/Achievement_mechanic_with_Badge_Keeper_early_stage_review.php Ever thought of saving development time? Never used achievements and wonder how to use them efficiently? Read on how one can start working on adding achievement mechanic in his/her application and end up creating a web-service for that purpose. http://www.gamasutra.com/blogs/IlyaKivilev/20150803/250196/Achievement_mechanic_with_Badge_Keeper_early_stage_review.php Mon, 03 Aug 2015 03:21:00 EDT I recreated the PT hallway in Unity - by Farhan Qureshi http://www.gamasutra.com/blogs/FarhanQureshi/20150731/250166/I_recreated_the_PT_hallway_in_Unity.php I recreated the PT hallway in the Unity game engine. Here's some of the steps I took to make it! http://www.gamasutra.com/blogs/FarhanQureshi/20150731/250166/I_recreated_the_PT_hallway_in_Unity.php Fri, 31 Jul 2015 06:53:00 EDT Reboot Develop 2015 - Our First Conference - by Karlo Eldic http://www.gamasutra.com/blogs/KarloEldic/20150731/250033/Reboot_Develop_2015__Our_First_Conference.php We have just finished - what you would call - a pre-alpha build of our game, Daemonical, and figured it just might be the time to show it off a bit and gather some feedback. That’s why we decided to attend Reboot Develop 2015! http://www.gamasutra.com/blogs/KarloEldic/20150731/250033/Reboot_Develop_2015__Our_First_Conference.php Fri, 31 Jul 2015 03:51:00 EDT Life is about HOPES. Who are the ARABIAN HEROES? - by Ani Atanasova http://www.gamasutra.com/blogs/AniAtanasova/20150731/250076/Life_is_about_HOPES_Who_are_the_ARABIAN_HEROES.php Pixelhunters released a new iOS and android game, called Arabian Heroes. The game is available in English and Arabic. Completely free to play. What is the story behind the Arabian Heroes. Please read the article. http://www.gamasutra.com/blogs/AniAtanasova/20150731/250076/Life_is_about_HOPES_Who_are_the_ARABIAN_HEROES.php Fri, 31 Jul 2015 03:51:00 EDT Demaking Outer Wilds - by Avimaan Syam http://www.gamasutra.com/blogs/AvimaanSyam/20150731/250147/Demaking_Outer_Wilds.php The narrative process of IGF winner Outer Wilds: How to make a narrative adventure game that takes place inside a astrophysics simulation via paper and digital prototyping. http://www.gamasutra.com/blogs/AvimaanSyam/20150731/250147/Demaking_Outer_Wilds.php Fri, 31 Jul 2015 03:51:00 EDT Originality in mobile games - by Manuel Boca http://www.gamasutra.com/blogs/ManuelBoca/20150731/250157/Originality_in_mobile_games.php You hear everyone saying that you have to make an original game in order to be successful. But what does that even mean? All games are in a way or another a modified idea of some other game. Many of them even have the exact same mechanics, but only... http://www.gamasutra.com/blogs/ManuelBoca/20150731/250157/Originality_in_mobile_games.php Fri, 31 Jul 2015 03:51:00 EDT Insider Security Threats Are No Game - by Mark Warren http://www.gamasutra.com/blogs/MarkWarren/20150731/250162/Insider_Security_Threats_Are_No_Game.php Insider threats are on the rise and affecting all industries, game development included. Here's what you need to know about protecting your project from becoming the next big leak. http://www.gamasutra.com/blogs/MarkWarren/20150731/250162/Insider_Security_Threats_Are_No_Game.php Fri, 31 Jul 2015 03:51:00 EDT Stop Gaming and you will be a Better Designer - by Filip Wiltgren http://www.gamasutra.com/blogs/FilipWiltgren/20150731/250164/Stop_Gaming_and_you_will_be_a_Better_Designer.php Giving your brain a short rest isn't always enough. Try shutting it out from all game-related tasks for a week and you'll supercharge it. http://www.gamasutra.com/blogs/FilipWiltgren/20150731/250164/Stop_Gaming_and_you_will_be_a_Better_Designer.php Fri, 31 Jul 2015 03:51:00 EDT Happy Birthday to Cleril Calamity Studios - by Matthew Hersh http://www.gamasutra.com/blogs/MatthewHersh/20150731/250075/Happy_Birthday_to_Cleril_Calamity_Studios.php A now jaded indie developer shares his experience on Greenlight. Shunned, refused to be heard of, My Name is Addiction reaches its birthday without a cake in sight. His other title “Haven” while not quite finished is soon reaching its birthday too. http://www.gamasutra.com/blogs/MatthewHersh/20150731/250075/Happy_Birthday_to_Cleril_Calamity_Studios.php Fri, 31 Jul 2015 01:12:00 EDT How running a Kickstarter campaign made me realise that it’s not all about Kickstarter - by Daniel Black http://www.gamasutra.com/blogs/DanielBlack/20150730/249861/How_running_a_Kickstarter_campaign_made_me_realise_that_its_not_all_about_Kickstarter.php It took running a Kickstarter campaign for me to realise that Kickstarter isn't the be-all and end-all, and that there are other ways of gauging market reaction to your game prior to release. http://www.gamasutra.com/blogs/DanielBlack/20150730/249861/How_running_a_Kickstarter_campaign_made_me_realise_that_its_not_all_about_Kickstarter.php Thu, 30 Jul 2015 01:46:00 EDT BEWARE! HTML and images can ruin your press emails - by Lena LeRay http://www.gamasutra.com/blogs/LenaLeRay/20150730/249885/BEWARE_HTML_and_images_can_ruin_your_press_emails.php OooOOOOOOooooooOOOOOooOOOoOOOOOooo! No really... you don't know what device/program the media are checking their email with. Or what resolution they're using. Is their window maximized? What if... http://www.gamasutra.com/blogs/LenaLeRay/20150730/249885/BEWARE_HTML_and_images_can_ruin_your_press_emails.php Thu, 30 Jul 2015 01:46:00 EDT monetize when player encounters difficulty or needs convience - by Fred Tang http://www.gamasutra.com/blogs/FredTang/20150730/249886/monetize_when_player_encounters_difficulty_or_needs_convience.php Whenever player encounters any difficulty. It is the time to sell your product and consume their resources. http://www.gamasutra.com/blogs/FredTang/20150730/249886/monetize_when_player_encounters_difficulty_or_needs_convience.php Thu, 30 Jul 2015 01:46:00 EDT Working Positively to Pursue a Dream: The Making of Turtle Sprint - by Nefer Doane http://www.gamasutra.com/blogs/NeferDoane/20150729/245630/Working_Positively_to_Pursue_a_Dream_The_Making_of_Turtle_Sprint.php Indie game development is stressful. So how did we change our work and mental habits to help us live a more balanced lifestyle? Life skills for big projects. Read on for our reflections as we finish our first iPad game, Turtle Sprint! http://www.gamasutra.com/blogs/NeferDoane/20150729/245630/Working_Positively_to_Pursue_a_Dream_The_Making_of_Turtle_Sprint.php Wed, 29 Jul 2015 01:12:00 EDT How To Do User Acquisition The Right Way - by Justin Carroll http://www.gamasutra.com/blogs/JustinCarroll/20150729/249353/How_To_Do_User_Acquisition_The_Right_Way.php What do you think of when you hear the term user acquisition? In mobile gaming it often means paid advertising techniques executed on mobile devices. But traditionally it's meant something much more lucrative. http://www.gamasutra.com/blogs/JustinCarroll/20150729/249353/How_To_Do_User_Acquisition_The_Right_Way.php Wed, 29 Jul 2015 01:12:00 EDT The Two Routes to becoming an Appreneur - by Puneet Yamparala http://www.gamasutra.com/blogs/PuneetYamparala/20150729/249594/The_Two_Routes_to_becoming_an_Appreneur.php This post consists of the tips to become a successful Appreneur. It consists of how to mold your thought in to app and the techniques to be used while coding the app. http://www.gamasutra.com/blogs/PuneetYamparala/20150729/249594/The_Two_Routes_to_becoming_an_Appreneur.php Wed, 29 Jul 2015 01:12:00 EDT Two surprising years as a bootstrapping indie publisher - by Chris Wright http://www.gamasutra.com/blogs/ChrisWright/20150729/249770/Two_surprising_years_as_a_bootstrapping_indie_publisher.php Two years ago we launched an independent games publishing label without any investors or major backing. Twenty four months, 11 games and some sleepless nights later, it seems like a good time to reflect upon and share the journey so far. http://www.gamasutra.com/blogs/ChrisWright/20150729/249770/Two_surprising_years_as_a_bootstrapping_indie_publisher.php Wed, 29 Jul 2015 01:12:00 EDT clearly and Considerately UX designing of quest - by Fred Tang http://www.gamasutra.com/blogs/FredTang/20150729/249771/clearly_and_Considerately_UX_designing_of_quest.php Mission should clearly displays the ongoing information of quests while keep the interface concise. Designer should consider user needs, then push the most user needed promotion of quests to user, not just wait the user to find and response. http://www.gamasutra.com/blogs/FredTang/20150729/249771/clearly_and_Considerately_UX_designing_of_quest.php Wed, 29 Jul 2015 01:12:00 EDT True meaning of the "Game as a service" - by Ilya Eremeyev http://www.gamasutra.com/blogs/IlyaEremeyev/20150729/249774/True_meaning_of_the_quotGame_as_a_servicequot.php Free-2-play games are known as a “games as a service”, but often that means only their monetization and operation model - regular updates and a continuous production throughout the entire product life. Well, it is not. http://www.gamasutra.com/blogs/IlyaEremeyev/20150729/249774/True_meaning_of_the_quotGame_as_a_servicequot.php Wed, 29 Jul 2015 01:12:00 EDT Fear and Change. How Making The Hard Decision Saved Rosvita - by Simon Ashbery http://www.gamasutra.com/blogs/SimonAshbery/20150729/249778/Fear_and_Change_How_Making_The_Hard_Decision_Saved_Rosvita.php Making games can take a hard toll on the ego. As creators we understandly get attached to our favourite mechanics, the things that make our project unique and interesting. But what happens when those mechanics have a detrimental effect on the project? http://www.gamasutra.com/blogs/SimonAshbery/20150729/249778/Fear_and_Change_How_Making_The_Hard_Decision_Saved_Rosvita.php Wed, 29 Jul 2015 01:12:00 EDT An Honest Con Artist - A Game Dev's Take on Peter Molyneux - by Doru Apreotesei http://www.gamasutra.com/blogs/DoruApreotesei/20150729/249822/An_Honest_Con_Artist__A_Game_Devs_Take_on_Peter_Molyneux.php "Ultimately, there are pitfalls that will make a mess of any way of working. One of my sayings is that “there’s no development methodology that’ll save us from having to properly do our jobs”." http://www.gamasutra.com/blogs/DoruApreotesei/20150729/249822/An_Honest_Con_Artist__A_Game_Devs_Take_on_Peter_Molyneux.php Wed, 29 Jul 2015 01:12:00 EDT On Building A Procedural Retro-Themed RPG - by Matthew Sainsbury http://www.gamasutra.com/blogs/MatthewSainsbury/20150729/249753/On_Building_A_Procedural_RetroThemed_RPG.php A excerpt from Game Art, an upcoming book featuring interviews with a wide range of different game developers and artists, from independent developers to those working at the biggest blockbuster studios. http://www.gamasutra.com/blogs/MatthewSainsbury/20150729/249753/On_Building_A_Procedural_RetroThemed_RPG.php Wed, 29 Jul 2015 01:04:00 EDT GameMaker Studio Object Distance - by Nicholas Doane http://www.gamasutra.com/blogs/NicholasDoane/20150729/249767/GameMaker_Studio_Object_Distance.php Join us as we review different methods of measuring distances between objects in GameMaker Studio and discuss their efficacy for specific use-case scenarios. http://www.gamasutra.com/blogs/NicholasDoane/20150729/249767/GameMaker_Studio_Object_Distance.php Wed, 29 Jul 2015 01:04:00 EDT Writing a More Compelling Game Narrative - by Will O'Neill http://www.gamasutra.com/blogs/WillONeill/20150728/249372/Writing_a_More_Compelling_Game_Narrative.php In this re-post from the Indie Megabooth Blog, Will O'Neill (Actual Sunlight, Planet of the Eyes) shares some back-to-basic thoughts on crafting game narrative. And then a little twist. http://www.gamasutra.com/blogs/WillONeill/20150728/249372/Writing_a_More_Compelling_Game_Narrative.php Tue, 28 Jul 2015 05:12:00 EDT Enhance control efficiency and experience of game Iron Chef - by Fred Tang http://www.gamasutra.com/blogs/FredTang/20150728/249630/Enhance_control_efficiency_and_experience_of_game_Iron_Chef.php I modified the game experience of serving a food. The modified game experience is more efficient and saving designing cost. The control cost from 8 to 4, interface cost from 8 to 5. http://www.gamasutra.com/blogs/FredTang/20150728/249630/Enhance_control_efficiency_and_experience_of_game_Iron_Chef.php Tue, 28 Jul 2015 05:10:00 EDT Succeeding in Games: A Blog to Myself - by Joseph Cassavaugh http://www.gamasutra.com/blogs/JosephCassavaugh/20150728/249595/Succeeding_in_Games_A_Blog_to_Myself.php This blog is a postmortem of myself as an indie developer. It's advice I'd give my younger self (25 years ago) when I/he first thought about seriously switching from being a Software Engineer in the corporate world to becoming an indie game developer. http://www.gamasutra.com/blogs/JosephCassavaugh/20150728/249595/Succeeding_in_Games_A_Blog_to_Myself.php Tue, 28 Jul 2015 05:06:00 EDT Discussing The Amiinsanity of the Toys to Life Market - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150728/249629/Discussing_The_Amiinsanity_of_the_Toys_to_Life_Market.php A certified Amiibo Addict shares his thoughts on why Nintendo has a massive winner on their hands and the issues of being a victim of its own success. http://www.gamasutra.com/blogs/JoshBycer/20150728/249629/Discussing_The_Amiinsanity_of_the_Toys_to_Life_Market.php Tue, 28 Jul 2015 05:05:00 EDT Tips and trends in making escape games - by Adam Clare http://www.gamasutra.com/blogs/AdamClare/20150728/249602/Tips_and_trends_in_making_escape_games.php Common questions and issues about designing escape games from theming games to how much to charge. This is a look into aspects of a good escape game that go beyond having a fun puzzle. http://www.gamasutra.com/blogs/AdamClare/20150728/249602/Tips_and_trends_in_making_escape_games.php Tue, 28 Jul 2015 04:49:00 EDT 5 reasons why video games need more women characters - by Torri Myler http://www.gamasutra.com/blogs/TorriMyler/20150728/249644/5_reasons_why_video_games_need_more_women_characters.php Creating more female characters that are compelling and empowered, game designers will not only address a much wider audience, but also contribute to the gradual change of the gaming industry for the better. http://www.gamasutra.com/blogs/TorriMyler/20150728/249644/5_reasons_why_video_games_need_more_women_characters.php Tue, 28 Jul 2015 04:49:00 EDT Economy and Thematic Structure: Symphony of the Night's Level Design - by Ario Barzan http://www.gamasutra.com/blogs/ArioBarzan/20150727/243308/Economy_and_Thematic_Structure_Symphony_of_the_Nights_Level_Design.php The castle's structural design in Castlevania: Symphony of the Night has rarely been factored into analyses of the game's strengths. This article will do so, using comparisons to several other exploration-based Castlevania titles for effect. http://www.gamasutra.com/blogs/ArioBarzan/20150727/243308/Economy_and_Thematic_Structure_Symphony_of_the_Nights_Level_Design.php Mon, 27 Jul 2015 03:18:00 EDT Take Note - Why having a sketchbook shouldn't be overlooked. - by Alex Johansson http://www.gamasutra.com/blogs/AlexJohansson/20150727/248435/Take_Note__Why_having_a_sketchbook_shouldnt_be_overlooked.php As I reach my 10th year of carrying around a sketchbook, I pass my experience of doodling designs and drawings for a decade onto you. http://www.gamasutra.com/blogs/AlexJohansson/20150727/248435/Take_Note__Why_having_a_sketchbook_shouldnt_be_overlooked.php Mon, 27 Jul 2015 03:18:00 EDT Unity Garbage Collection Tips and Tricks - by Megan Hughes http://www.gamasutra.com/blogs/MeganHughes/20150727/249375/Unity_Garbage_Collection_Tips_and_Tricks.php Avoiding performance issues in game development by managing garbage collection in Unity - some tips and tricks. http://www.gamasutra.com/blogs/MeganHughes/20150727/249375/Unity_Garbage_Collection_Tips_and_Tricks.php Mon, 27 Jul 2015 03:18:00 EDT F2P game grasp player’s eyes at first place - website - by Fred Tang http://www.gamasutra.com/blogs/FredTang/20150727/249491/F2P_game_grasp_players_eyes_at_first_place__website.php There are a lot of articles about how to attract user in game stage, like novice tutoring, but very little about how to invite users via websites which are the entrance of games. So I write this article to discuss attracting users via portal and official http://www.gamasutra.com/blogs/FredTang/20150727/249491/F2P_game_grasp_players_eyes_at_first_place__website.php Mon, 27 Jul 2015 03:18:00 EDT How to use events to hook player - by Fred Tang http://www.gamasutra.com/blogs/FredTang/20150727/249495/How_to_use_events_to_hook_player.php We all know events are important tolls for keeping the player come back, they give player a sake to return because of higher benefits than average. But how they know their value of events? http://www.gamasutra.com/blogs/FredTang/20150727/249495/How_to_use_events_to_hook_player.php Mon, 27 Jul 2015 03:18:00 EDT There's no such thing as a perfect game - by Filip Wiltgren http://www.gamasutra.com/blogs/FilipWiltgren/20150727/249501/Theres_no_such_thing_as_a_perfect_game.php There is no such thing as a perfect game, there is only a perfect, or less than perfect, fit between game and player. So don't try to make perfect games, make great ones instead. http://www.gamasutra.com/blogs/FilipWiltgren/20150727/249501/Theres_no_such_thing_as_a_perfect_game.php Mon, 27 Jul 2015 03:18:00 EDT Tale of Tales didn't fail, all of us did - by Dario D'Ambra http://www.gamasutra.com/blogs/DarioDAmbra/20150727/249504/Tale_of_Tales_didnt_fail_all_of_us_did.php Why indie sperimental games always struggle? Why often the gamers community doesn't even recognize them as games? The case of Tale of Tales' Sunset could be a good starting point to have a global vision on these issues. http://www.gamasutra.com/blogs/DarioDAmbra/20150727/249504/Tale_of_Tales_didnt_fail_all_of_us_did.php Mon, 27 Jul 2015 03:18:00 EDT Continued exploration of a UAT Games Studio Producer - by Jorge Portillo http://www.gamasutra.com/blogs/JorgePortillo/20150727/249510/Continued_exploration_of_a_UAT_Games_Studio_Producer.php The continued journey as a UAT Studio Producer is at its halfway point. This week I highlight the positives that I've witnessed though our production cycle. http://www.gamasutra.com/blogs/JorgePortillo/20150727/249510/Continued_exploration_of_a_UAT_Games_Studio_Producer.php Mon, 27 Jul 2015 03:18:00 EDT New Valve Refund Policy: EU Consumer-Protection Regulation Goes Global? - by David Hoppe http://www.gamasutra.com/blogs/DavidHoppe/20150727/249511/New_Valve_Refund_Policy_EU_ConsumerProtection_Regulation_Goes_Global.php Valve's new 14-day refund policy seems to have resulted from global application of the EU's recent consumer-protection regulation applying a right of return to video games and virtual items. http://www.gamasutra.com/blogs/DavidHoppe/20150727/249511/New_Valve_Refund_Policy_EU_ConsumerProtection_Regulation_Goes_Global.php Mon, 27 Jul 2015 03:18:00 EDT Hello, Gamasutra World! - by JOHN TOBLER http://www.gamasutra.com/blogs/JOHNTOBLER/20150727/249529/Hello_Gamasutra_World.php Yet another first post. http://www.gamasutra.com/blogs/JOHNTOBLER/20150727/249529/Hello_Gamasutra_World.php Mon, 27 Jul 2015 03:18:00 EDT Ascendance - Development Journal #2 - by Samy Dib http://www.gamasutra.com/blogs/SamyDib/20150727/249531/Ascendance__Development_Journal_2.php The Ascendance Team continues work on building up the levels within the game and fleshing out the NPC dialogue system using Unreal's powerful Blueprint Scripting Tool. http://www.gamasutra.com/blogs/SamyDib/20150727/249531/Ascendance__Development_Journal_2.php Mon, 27 Jul 2015 03:18:00 EDT A Journey into Production: Part III - Personal Leadership Traits - by Samy Dib http://www.gamasutra.com/blogs/SamyDib/20150727/249532/A_Journey_into_Production_Part_III__Personal_Leadership_Traits.php I went away for vacation this week but was able to knock out a few tasks to try and stay on schedule for Production. I go over those small items and share a few personal leadership traits that I read about and wanted to share. http://www.gamasutra.com/blogs/SamyDib/20150727/249532/A_Journey_into_Production_Part_III__Personal_Leadership_Traits.php Mon, 27 Jul 2015 03:18:00 EDT Post Mortem: One month of indie game marketing – Online branding (part three) - by Marc Bourbonnais http://www.gamasutra.com/blogs/MarcBourbonnais/20150727/249533/Post_Mortem_One_month_of_indie_game_marketing__Online_branding_part_three.php Following-up on a first month of marketing my latest mobile game, here are the elements related to online branding. http://www.gamasutra.com/blogs/MarcBourbonnais/20150727/249533/Post_Mortem_One_month_of_indie_game_marketing__Online_branding_part_three.php Mon, 27 Jul 2015 03:18:00 EDT Production of UAT Game Studio: Ascendance (Part 3) - by Joshua Martonick http://www.gamasutra.com/blogs/JoshuaMartonick/20150727/249534/Production_of_UAT_Game_Studio_Ascendance_Part_3.php The continued development of Ascendance and one producers views. http://www.gamasutra.com/blogs/JoshuaMartonick/20150727/249534/Production_of_UAT_Game_Studio_Ascendance_Part_3.php Mon, 27 Jul 2015 03:18:00 EDT On replayability: emotion, mechanics, and necessity - by Matthew Codd http://www.gamasutra.com/blogs/MatthewCodd/20150727/249545/On_replayability_emotion_mechanics_and_necessity.php Replayability is more than just branching narratives and randomised levels; it's the emotional hooks that keep players come back for more. http://www.gamasutra.com/blogs/MatthewCodd/20150727/249545/On_replayability_emotion_mechanics_and_necessity.php Mon, 27 Jul 2015 03:18:00 EDT High Performance Networking in the Cloud - by Ben Adams http://www.gamasutra.com/blogs/BenAdams/20150727/249551/High_Performance_Networking_in_the_Cloud.php Today we’re talking about server IO throughput for MMO twitch gaming at the extreme end. http://www.gamasutra.com/blogs/BenAdams/20150727/249551/High_Performance_Networking_in_the_Cloud.php Mon, 27 Jul 2015 03:18:00 EDT How can an online game dev community change a life? - by Franck Fitrzyk http://www.gamasutra.com/blogs/FranckFitrzyk/20150727/249503/How_can_an_online_game_dev_community_change_a_life.php There are more and more online game development communities and here's why you need to join one of them. http://www.gamasutra.com/blogs/FranckFitrzyk/20150727/249503/How_can_an_online_game_dev_community_change_a_life.php Mon, 27 Jul 2015 03:05:00 EDT Five Design Strategies for Effective Midcore Monetization - by Peter Knudson http://www.gamasutra.com/blogs/PeterKnudson/20150727/249513/Five_Design_Strategies_for_Effective_Midcore_Monetization.php When building a free-to-play game targeted toward midcore gamers, it is important to note the differences between casual and midcore audiences. Midcore players often are very experienced gamers – most likely having played first on console or PC. http://www.gamasutra.com/blogs/PeterKnudson/20150727/249513/Five_Design_Strategies_for_Effective_Midcore_Monetization.php Mon, 27 Jul 2015 03:05:00 EDT A Serious Review of the Critical Reception of a Completely Absurd Game - by Michael Klotz http://www.gamasutra.com/blogs/MichaelKlotz/20150724/249352/A_Serious_Review_of_the_Critical_Reception_of_a_Completely_Absurd_Game.php What happens when you analyze the reviews of an absurd game like Goat Simulator? Much like the game, the results are all over the place. http://www.gamasutra.com/blogs/MichaelKlotz/20150724/249352/A_Serious_Review_of_the_Critical_Reception_of_a_Completely_Absurd_Game.php Fri, 24 Jul 2015 06:24:00 EDT Devsourced Generic String Translation - by tuomas karmakallio http://www.gamasutra.com/blogs/TuomasKarmakallio/20150724/249365/Devsourced_Generic_String_Translation.php Thousands of translators have done the same job over and over. Menus and Settings. A simple spreadsheet is here to change that, and let translators focus on the custom text a game needs. http://www.gamasutra.com/blogs/TuomasKarmakallio/20150724/249365/Devsourced_Generic_String_Translation.php Fri, 24 Jul 2015 06:24:00 EDT Analysis of browser game Mangrove-The Unbelievable Bears - by Fred Tang http://www.gamasutra.com/blogs/FredTang/20150724/249373/Analysis_of_browser_game_MangroveThe_Unbelievable_Bears.php Recently, I have played Mangrove-The Unbelievable Bears, I found something interesting and beneficial aspects of this game which may deserve our attention. http://www.gamasutra.com/blogs/FredTang/20150724/249373/Analysis_of_browser_game_MangroveThe_Unbelievable_Bears.php Fri, 24 Jul 2015 06:24:00 EDT UI Design Contest - by James Bennett http://www.gamasutra.com/blogs/JamesBennett/20150724/249386/UI_Design_Contest.php This week, I provide an update on the UI design contest as well as tweaks to the Conquest server around how data is sent to clients. conquestgamesite.com http://www.gamasutra.com/blogs/JamesBennett/20150724/249386/UI_Design_Contest.php Fri, 24 Jul 2015 06:24:00 EDT