Gamasutra.com - Member Blogs http://www.gamasutra.com/blogs/member/ Gamasutra Blogs Fri, 06 Mar 2015 11:05:36 EST en-us scarless@think-services.com (Simon Carless) LocJam Post-Mortem: On Grandpa's Localization and its Challenges - by Anthony D. Teixeira http://www.gamasutra.com/blogs/AnthonyDTeixeira/20150304/237850/LocJam_PostMortem_On_Grandpas_Localization_and_its_Challenges.php The LocJam 2 took place last week and offered a great challenge for professional and aspiring game translators. In this article, I look back at the even and share my impressions. http://www.gamasutra.com/blogs/AnthonyDTeixeira/20150304/237850/LocJam_PostMortem_On_Grandpas_Localization_and_its_Challenges.php Wed, 04 Mar 2015 06:27:00 EST How a Game Becomes a Product - by Jack Pritz http://www.gamasutra.com/blogs/JackPritz/20150304/237852/How_a_Game_Becomes_a_Product.php How can you create a cohesive branding that turns a game into a product? Find out how in this article. http://www.gamasutra.com/blogs/JackPritz/20150304/237852/How_a_Game_Becomes_a_Product.php Wed, 04 Mar 2015 06:27:00 EST Get your story straight - by Krister Karlsson http://www.gamasutra.com/blogs/KristerKarlsson/20150304/237881/Get_your_story_straight.php By using the power of stories you can with less effort reach your audience that you're looking for. People love to read and tell stories. Try and find yours to tell. http://www.gamasutra.com/blogs/KristerKarlsson/20150304/237881/Get_your_story_straight.php Wed, 04 Mar 2015 06:27:00 EST The Musical Box #26: Bowser attacks - by Marcelo Martins http://www.gamasutra.com/blogs/MarceloMartins/20150304/237899/The_Musical_Box_26_Bowser_attacks.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #26: Super Mario Galaxy http://www.gamasutra.com/blogs/MarceloMartins/20150304/237899/The_Musical_Box_26_Bowser_attacks.php Wed, 04 Mar 2015 06:27:00 EST Angels, Devils, and Boomsticks: The Making of Demons with Shotguns - Preview - by David Craddock http://www.gamasutra.com/blogs/DavidCraddock/20150304/237906/Angels_Devils_and_Boomsticks_The_Making_of_Demons_with_Shotguns__Preview.php Author David L. Craddock presents an excerpt from "Angels, Devils, and Boomsticks," the first story to be serialized in Episodic Content, a new serial webzine that publishes stories about the making of games and those who make them. http://www.gamasutra.com/blogs/DavidCraddock/20150304/237906/Angels_Devils_and_Boomsticks_The_Making_of_Demons_with_Shotguns__Preview.php Wed, 04 Mar 2015 06:27:00 EST Creating an IndieDev Email Drip Campaign - by Bryan Fisher http://www.gamasutra.com/blogs/BryanFisher/20150304/237971/Creating_an_IndieDev_Email_Drip_Campaign.php Get thoughts and ideas on creating an IndieDev Email Drip Campaign that'll improve your relationship with your fans. http://www.gamasutra.com/blogs/BryanFisher/20150304/237971/Creating_an_IndieDev_Email_Drip_Campaign.php Wed, 04 Mar 2015 06:27:00 EST Discipline not Motivation. - by Seventeen Uncles http://www.gamasutra.com/blogs/SeventeenUncles/20150304/237977/Discipline_not_Motivation.php Motivation is fickle & unreliable, Discipline is a trained skill. Discipline leads to results. http://www.gamasutra.com/blogs/SeventeenUncles/20150304/237977/Discipline_not_Motivation.php Wed, 04 Mar 2015 06:13:00 EST Kitty Pot Cracker Off Screen Pre Release - by Kelsey Cidade http://www.gamasutra.com/blogs/KelseyCidade/20150302/237055/Kitty_Pot_Cracker_Off_Screen_Pre_Release.php Here is a look at the first stage and boss in Kitty Pot Cracker, a game for Android/Google Play by Cidade Art Productions. Coming out March 2015! http://www.gamasutra.com/blogs/KelseyCidade/20150302/237055/Kitty_Pot_Cracker_Off_Screen_Pre_Release.php Mon, 02 Mar 2015 05:26:00 EST In the trenches - by Kelsey Cidade http://www.gamasutra.com/blogs/KelseyCidade/20150302/237701/In_the_trenches.php Still at the tightening up/bug testing stage of development and it has to be the toughest part of this process but the most rewarding. http://www.gamasutra.com/blogs/KelseyCidade/20150302/237701/In_the_trenches.php Mon, 02 Mar 2015 05:26:00 EST Vector Hosted Lists - by Thomas Young http://www.gamasutra.com/blogs/ThomasYoung/20150302/237761/Vector_Hosted_Lists.php When you need to delete elements mid-sequence you'll maybe reach for a linked list. Not so fast! Contiguous buffers is good. Vectors might still be faster, or there may be other possibilities such as 'hosting' your list inside a vector. http://www.gamasutra.com/blogs/ThomasYoung/20150302/237761/Vector_Hosted_Lists.php Mon, 02 Mar 2015 05:26:00 EST Games and Analytics: A look through time - by Anders Therkildsen http://www.gamasutra.com/blogs/AndersTherkildsen/20150302/237549/Games_and_Analytics_A_look_through_time.php The fear of losing the fun of your game when you start implementing analytics is ever present. But taking a look at the classics from which most developers get their inspiration, will reveal seamless ways of integrating game design and analytics. http://www.gamasutra.com/blogs/AndersTherkildsen/20150302/237549/Games_and_Analytics_A_look_through_time.php Mon, 02 Mar 2015 05:17:00 EST Financing Video Game Developments - by Taylor Bair http://www.gamasutra.com/blogs/TaylorBair/20150302/237645/Financing_Video_Game_Developments.php With money, one thing is constant: Risk. What do you give up to get what you need? And as a startup, where should you look first for money? This is an attempt to answer those questions using my gamedev modification of the pecking order of finance. http://www.gamasutra.com/blogs/TaylorBair/20150302/237645/Financing_Video_Game_Developments.php Mon, 02 Mar 2015 05:17:00 EST Few Thoughts After Global Game Jam 2015 - by Marcin Polaczyk http://www.gamasutra.com/blogs/MarcinPolaczyk/20150302/237663/Few_Thoughts_After_Global_Game_Jam_2015.php 15 things to remember when you're going to take a part in game jam. http://www.gamasutra.com/blogs/MarcinPolaczyk/20150302/237663/Few_Thoughts_After_Global_Game_Jam_2015.php Mon, 02 Mar 2015 05:17:00 EST 5 reasons why Unity is better for learning game development than Unreal Engine - by Raphael Fortin http://www.gamasutra.com/blogs/RaphaelFortin/20150302/237665/5_reasons_why_Unity_is_better_for_learning_game_development_than_Unreal_Engine.php Are you wondering what engine to learn between Unreal and Unity? Here are 5 reasons why Unreal might not be the best tool to learn at first. http://www.gamasutra.com/blogs/RaphaelFortin/20150302/237665/5_reasons_why_Unity_is_better_for_learning_game_development_than_Unreal_Engine.php Mon, 02 Mar 2015 05:17:00 EST Five Game Design Lessons Learned Playing Grim Fandango Remastered - by Lauren Preston http://www.gamasutra.com/blogs/LaurenPreston/20150302/237692/Five_Game_Design_Lessons_Learned_Playing_Grim_Fandango_Remastered.php I have a special place in my heart for Grim Fandango. It’s a playable hero’s journey but with unionized bees, mad florists and squid-powered subs. Here are the top five favorite game design tips learned while playing Grim Fandango. http://www.gamasutra.com/blogs/LaurenPreston/20150302/237692/Five_Game_Design_Lessons_Learned_Playing_Grim_Fandango_Remastered.php Mon, 02 Mar 2015 05:17:00 EST The value of 'Rubber Banding' (An engagement driver) - by Nikhil Birla http://www.gamasutra.com/blogs/NikhilBirla/20150302/237696/The_value_of_Rubber_Banding_An_engagement_driver.php "Rubber banding" a principle in which if you stretch too much you get snapped back hard thanks to physics. The blog will deal into how it can be utilized in games to drive engagement. http://www.gamasutra.com/blogs/NikhilBirla/20150302/237696/The_value_of_Rubber_Banding_An_engagement_driver.php Mon, 02 Mar 2015 05:17:00 EST How a Failing University Student Created a Video Game By Himself With No Money - by Ali Collins http://www.gamasutra.com/blogs/AliCollins/20150302/237699/How_a_Failing_University_Student_Created_a_Video_Game_By_Himself_With_No_Money.php This blog post will explain how a university student with failing grades created an adventure platforming game by himself with no budget. Without good grades, I need a good reason why employers should look at me, and my game, Bug World, is that reason. http://www.gamasutra.com/blogs/AliCollins/20150302/237699/How_a_Failing_University_Student_Created_a_Video_Game_By_Himself_With_No_Money.php Mon, 02 Mar 2015 05:17:00 EST Dynamic Character Lighting in Unforeseen Incidents - by Marcus Bäumer http://www.gamasutra.com/blogs/MarcusBumer/20150302/237704/Dynamic_Character_Lighting_in_Unforeseen_Incidents.php Marcus writes about the dynamic lighting system in their indie adventure Unforeseen Incident (in Unity). http://www.gamasutra.com/blogs/MarcusBumer/20150302/237704/Dynamic_Character_Lighting_in_Unforeseen_Incidents.php Mon, 02 Mar 2015 05:17:00 EST Five Reasons NOT to Outsource Art - by Eric Qin http://www.gamasutra.com/blogs/EricQin/20150302/237715/Five_Reasons_NOT_to_Outsource_Art.php There are a lot of benefits to art outsourcing, for many projects it's a really great option, but outsourcing isn't always the best option for every project. Here are five reasons why outsourcing might not be right for your project. http://www.gamasutra.com/blogs/EricQin/20150302/237715/Five_Reasons_NOT_to_Outsource_Art.php Mon, 02 Mar 2015 05:17:00 EST Eating With Two Hands From a Fridge - by Davey Kerr http://www.gamasutra.com/blogs/DaveyKerr/20150302/237760/Eating_With_Two_Hands_From_a_Fridge.php Why Eating with Two Hands out of the Fridge was the Toughest Lua Code Ever Written http://www.gamasutra.com/blogs/DaveyKerr/20150302/237760/Eating_With_Two_Hands_From_a_Fridge.php Mon, 02 Mar 2015 05:17:00 EST Designing puzzles for adventure games - Analyzing Monkey Island 2 puzzle dependencies and balancing - by Marcus Bäumer http://www.gamasutra.com/blogs/MarcusBumer/20150302/237763/Designing_puzzles_for_adventure_games__Analyzing_Monkey_Island_2_puzzle_dependencies_and_balancing.php Marcus writes about puzzle design for adventure games and, to do so, analyzes Monkey Island 2 puzzles. http://www.gamasutra.com/blogs/MarcusBumer/20150302/237763/Designing_puzzles_for_adventure_games__Analyzing_Monkey_Island_2_puzzle_dependencies_and_balancing.php Mon, 02 Mar 2015 05:17:00 EST Why a rising middle-class of app developers opens up new opportunites— and options — for everyone - by Martin Macmillan http://www.gamasutra.com/blogs/MartinMacmillan/20150302/237780/Why_a_rising_middleclass_of_app_developers_opens_up_new_opportunites_and_options__for_everyone.php New research from across the app industry shows that the app economy is still growing, but also that opportunities are opening up outside the top of the app charts. But what can mobile developers do to ensure they maximise their slice of the pie? http://www.gamasutra.com/blogs/MartinMacmillan/20150302/237780/Why_a_rising_middleclass_of_app_developers_opens_up_new_opportunites_and_options__for_everyone.php Mon, 02 Mar 2015 05:17:00 EST Complexity and Complication (Also, why I love Go) - by Hannes Rince http://www.gamasutra.com/blogs/HannesRince/20150302/237788/Complexity_and_Complication_Also_why_I_love_Go.php A clarification and classification of games in complication and complexity, a.k.a. simplicity and depth in game design. This is the first entry of the www.underraid.org DevLog. http://www.gamasutra.com/blogs/HannesRince/20150302/237788/Complexity_and_Complication_Also_why_I_love_Go.php Mon, 02 Mar 2015 05:17:00 EST Tales of Terrachanics (Part 3) - by Glen Cooney http://www.gamasutra.com/blogs/GlenCooney/20150227/229534/Tales_of_Terrachanics_Part_3.php Overcoming the challenge of making an abstract, serious game for mobile through intelligent theming, emotional appeal, and using UI to nonverbally teach your mechanics to your players. http://www.gamasutra.com/blogs/GlenCooney/20150227/229534/Tales_of_Terrachanics_Part_3.php Fri, 27 Feb 2015 03:53:00 EST App Store Optimization Tips and Tricks by the CEO of Appnique - Interview - by Drew Giovannoli http://www.gamasutra.com/blogs/DrewGiovannoli/20150227/237634/App_Store_Optimization_Tips_and_Tricks_by_the_CEO_of_Appnique__Interview.php For our ASO class in the "Indie Game Promotion Tactics" series, we'll talk to Jai Jaisimha, Ph.D CEO, Founder of Appnique who has had mobile and analytics career since 1989. Below are class notes, tools, and game links from the video. http://www.gamasutra.com/blogs/DrewGiovannoli/20150227/237634/App_Store_Optimization_Tips_and_Tricks_by_the_CEO_of_Appnique__Interview.php Fri, 27 Feb 2015 03:53:00 EST Exploring Blue Oceans - 10 Digitop Ideas - by Kee-Won Hong http://www.gamasutra.com/blogs/KeeWonHong/20150227/237506/Exploring_Blue_Oceans__10_Digitop_Ideas.php Success in business and battle is often found in being where your competition is not; Let's consider creating a Blue Ocean at the intersection of two well known concepts by removing the distinction between 'video' and 'tabletop'. http://www.gamasutra.com/blogs/KeeWonHong/20150227/237506/Exploring_Blue_Oceans__10_Digitop_Ideas.php Fri, 27 Feb 2015 03:08:00 EST Switches & Enumerations Shortcut - by Kayne Ruse http://www.gamasutra.com/blogs/KayneRuse/20150227/237510/Switches__Enumerations_Shortcut.php A programming shortcut when dealing with a large enumeration, processed by a switch statement. A rare corner case, but I thought it might be useful to somebody. http://www.gamasutra.com/blogs/KayneRuse/20150227/237510/Switches__Enumerations_Shortcut.php Fri, 27 Feb 2015 03:08:00 EST Using Behavior Trees to Create Retro Boss AI - by Cody Olivier http://www.gamasutra.com/blogs/CodyOlivier/20150227/237519/Using_Behavior_Trees_to_Create_Retro_Boss_AI.php I discuss how we use normal Behavior Trees components to give the bosses in FireFight an AI style reminiscent of bosses from retro shooters and Legend of Zelda which is easily testable and extensible. http://www.gamasutra.com/blogs/CodyOlivier/20150227/237519/Using_Behavior_Trees_to_Create_Retro_Boss_AI.php Fri, 27 Feb 2015 03:08:00 EST Match Game Mechanics - by Jonathan Bailey http://www.gamasutra.com/blogs/JonathanBailey/20150227/237544/Match_Game_Mechanics.php Several weeks ago we began building a match game tool. We played and analyzed many match games to deconstruct their mechanics. In this article we share our findings. http://www.gamasutra.com/blogs/JonathanBailey/20150227/237544/Match_Game_Mechanics.php Fri, 27 Feb 2015 03:08:00 EST Rogue Civilization - by James Youngman http://www.gamasutra.com/blogs/JamesYoungman/20150227/237605/Rogue_Civilization.php While most games speak to our desires as individuals, Rogue-likes speak to our desires as members of groups, from groups as small as families, to groups as large as civilizations. http://www.gamasutra.com/blogs/JamesYoungman/20150227/237605/Rogue_Civilization.php Fri, 27 Feb 2015 03:08:00 EST The Lay of the Land: A Critical Look at Dark Souls 2's DLC, Part 1 - by Ario Barzan http://www.gamasutra.com/blogs/ArioBarzan/20150226/233825/The_Lay_of_the_Land_A_Critical_Look_at_Dark_Souls_2s_DLC_Part_1.php Dark Souls 2's DLC was a chance for the developers to hone their craft. Despite some novel ideas, though, the DLC was mostly characterized by tedium and absurdities. This is the first of three articles, each emphasizing environment and encounter design. http://www.gamasutra.com/blogs/ArioBarzan/20150226/233825/The_Lay_of_the_Land_A_Critical_Look_at_Dark_Souls_2s_DLC_Part_1.php Thu, 26 Feb 2015 02:10:00 EST Make the kinds of games you can be proud of - by Phil Maxey http://www.gamasutra.com/blogs/PhilMaxey/20150226/237362/Make_the_kinds_of_games_you_can_be_proud_of.php There are lots of choices we make as indie game developers that have lasting effects on our careers, from the platforms to the tools to the game genres we choose to spend time on. This post is about some of those choices. http://www.gamasutra.com/blogs/PhilMaxey/20150226/237362/Make_the_kinds_of_games_you_can_be_proud_of.php Thu, 26 Feb 2015 02:10:00 EST What is the Purpose of Game Development? - by Elizabeth Boylan http://www.gamasutra.com/blogs/ElizabethBoylan/20150226/237388/What_is_the_Purpose_of_Game_Development.php 'Know them for their fruits.' This has been my guiding principle in judging what is worth doing and not doing. As an artist and a mom, I have fallen in love with the opportunity of indie game development, yet 5 years later I witness too many kids http://www.gamasutra.com/blogs/ElizabethBoylan/20150226/237388/What_is_the_Purpose_of_Game_Development.php Thu, 26 Feb 2015 02:10:00 EST Preparing for Steam Greenlight with a Concept Page - by Chad Ata http://www.gamasutra.com/blogs/ChadAta/20150226/237392/Preparing_for_Steam_Greenlight_with_a_Concept_Page.php In preparation for our Steam Greenlight campaign, my team and I decided to use a Concept page as a trial run. In this post I share the data acquired and lessons learned from the brief concepts campaign. http://www.gamasutra.com/blogs/ChadAta/20150226/237392/Preparing_for_Steam_Greenlight_with_a_Concept_Page.php Thu, 26 Feb 2015 02:10:00 EST TOP 10 TIPS FOR GAMING CONVENTIONS LIKE PAX AND GDC - by Dan Long http://www.gamasutra.com/blogs/DanLong/20150226/237395/TOP_10_TIPS_FOR_GAMING_CONVENTIONS_LIKE_PAX_AND_GDC.php It's game convention time again and here are my top 10 tips to help you get by at events like PAX, E3 and GDC. http://www.gamasutra.com/blogs/DanLong/20150226/237395/TOP_10_TIPS_FOR_GAMING_CONVENTIONS_LIKE_PAX_AND_GDC.php Thu, 26 Feb 2015 02:10:00 EST Getting/Making Game Music that Fits - Comparative Music Series - Spy vs Spy - by Harry Mack http://www.gamasutra.com/blogs/HarryMack/20150226/237398/GettingMaking_Game_Music_that_Fits__Comparative_Music_Series__Spy_vs_Spy.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 Spy music. http://www.gamasutra.com/blogs/HarryMack/20150226/237398/GettingMaking_Game_Music_that_Fits__Comparative_Music_Series__Spy_vs_Spy.php Thu, 26 Feb 2015 02:10:00 EST Useful common Visual Studio shortcuts - by Mamdouh Tarabishi http://www.gamasutra.com/blogs/MamdouhTarabishi/20150226/237436/Useful_common_Visual_Studio_shortcuts.php Useful common Visual Studio shortcuts http://www.gamasutra.com/blogs/MamdouhTarabishi/20150226/237436/Useful_common_Visual_Studio_shortcuts.php Thu, 26 Feb 2015 02:10:00 EST GDC 2015 Predictions: Platforms of the Future - by Perry Tam http://www.gamasutra.com/blogs/PerryTam/20150226/237365/GDC_2015_Predictions_Platforms_of_the_Future.php As GDC 2015 draws near, the wealth of new and emerging game platforms will be front and center. Here are some of the trends to watch. http://www.gamasutra.com/blogs/PerryTam/20150226/237365/GDC_2015_Predictions_Platforms_of_the_Future.php Thu, 26 Feb 2015 02:04:00 EST Evaluating asm.js for Your Game - by Anthony Vaughn http://www.gamasutra.com/blogs/AnthonyVaughn/20150226/237490/Evaluating_asmjs_for_Your_Game.php Bringing your game to the browser is becoming easier now as the asm.js technology matures. This post focuses on some things to pay attention to when bringing a game to asm.js. http://www.gamasutra.com/blogs/AnthonyVaughn/20150226/237490/Evaluating_asmjs_for_Your_Game.php Thu, 26 Feb 2015 02:04:00 EST Making Gameplay more Engaging by using Animated Cover - by Robin-Yann Storm http://www.gamasutra.com/blogs/RobinYannStorm/20150225/235561/Making_Gameplay_more_Engaging_by_using_Animated_Cover.php Players standing still most of the time is boring for them, but from their perspective also the most efficient thing to do. Animated cover can turn the most efficient gameplay into the most engaging and enjoyable gameplay. http://www.gamasutra.com/blogs/RobinYannStorm/20150225/235561/Making_Gameplay_more_Engaging_by_using_Animated_Cover.php Wed, 25 Feb 2015 01:15:00 EST Epic (Unreal engine) Grants up to 50,000$ - by Mamdouh Tarabishi http://www.gamasutra.com/blogs/MamdouhTarabishi/20150225/237188/Epic_Unreal_engine_Grants_up_to_50000.php Epic (Unreal engine) Grants up to 50,000$ for any innovative projects. http://www.gamasutra.com/blogs/MamdouhTarabishi/20150225/237188/Epic_Unreal_engine_Grants_up_to_50000.php Wed, 25 Feb 2015 01:15:00 EST Debating Old School Design - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150225/237239/Debating_Old_School_Design.php The term "old school" has become a very popular marketing tactic for older gamers looking for a challenge again but today's post asks a simple question -- Is old school design really all that better? http://www.gamasutra.com/blogs/JoshBycer/20150225/237239/Debating_Old_School_Design.php Wed, 25 Feb 2015 01:15:00 EST Criteria Used to Analyze Classic Arcade Video Games - by Jerry Momoda http://www.gamasutra.com/blogs/JerryMomoda/20150225/237246/Criteria_Used_to_Analyze_Classic_Arcade_Video_Games.php At Nintendo in 1984 I created a list of twelve criteria I thought were key for arcade video games. For our games to engage and retain players, they needed to score high. A similar method could be useful today to focus developers on what matters most. http://www.gamasutra.com/blogs/JerryMomoda/20150225/237246/Criteria_Used_to_Analyze_Classic_Arcade_Video_Games.php Wed, 25 Feb 2015 01:15:00 EST Creating The Best IndieDev Blog Content for Your Audience - by Bryan Fisher http://www.gamasutra.com/blogs/BryanFisher/20150225/237255/Creating_The_Best_IndieDev_Blog_Content_for_Your_Audience.php I didn't know what IndieDev Blog Content I should write about when I first started. This is what I've learned along the way. http://www.gamasutra.com/blogs/BryanFisher/20150225/237255/Creating_The_Best_IndieDev_Blog_Content_for_Your_Audience.php Wed, 25 Feb 2015 01:15:00 EST Game of Thrones for the Media Age? - by Mike MacDuff http://www.gamasutra.com/blogs/MikeMacDuff/20150225/237263/Game_of_Thrones_for_the_Media_Age.php There's a new type of game on the net that's free to play and gamifies social media. It's at www.mediawars.co, is very unique, and uses social media tools to gain followers, points, money, and ultimately persuade to change a near-future terrorist world. http://www.gamasutra.com/blogs/MikeMacDuff/20150225/237263/Game_of_Thrones_for_the_Media_Age.php Wed, 25 Feb 2015 01:15:00 EST Free-to-play and pay-to-play? How doing both could be a win-win. - by Rob Beeson http://www.gamasutra.com/blogs/RobBeeson/20150225/237273/Freetoplay_and_paytoplay_How_doing_both_could_be_a_winwin.php How a AAA gabe could be simultaneously free-to-play and pay-to-play. http://www.gamasutra.com/blogs/RobBeeson/20150225/237273/Freetoplay_and_paytoplay_How_doing_both_could_be_a_winwin.php Wed, 25 Feb 2015 01:15:00 EST What to watch out for in AB testing - by Nicholas Lim http://www.gamasutra.com/blogs/NicholasLim/20150225/237309/What_to_watch_out_for_in_AB_testing.php Watch out for these gotchas in AB testing. http://www.gamasutra.com/blogs/NicholasLim/20150225/237309/What_to_watch_out_for_in_AB_testing.php Wed, 25 Feb 2015 01:15:00 EST 5 for 5%: Essential Playability-Focused Activities That Every Game Should Budget For - by Seb Long http://www.gamasutra.com/blogs/SebLong/20150225/237310/5_for_5_Essential_PlayabilityFocused_Activities_That_Every_Game_Should_Budget_For.php How and why you should be budgeting 5% of your development funds on these 5 player-centric activities http://www.gamasutra.com/blogs/SebLong/20150225/237310/5_for_5_Essential_PlayabilityFocused_Activities_That_Every_Game_Should_Budget_For.php Wed, 25 Feb 2015 01:15:00 EST Keep the Guns Rolling: Modeling for Overkill 3 and Optimising Workflow - by Petr Ruzicka http://www.gamasutra.com/blogs/PetrRuzicka/20150225/237327/Keep_the_Guns_Rolling_Modeling_for_Overkill_3_and_Optimising_Workflow.php I'm a 3D artist working at Craneballs (previously 2K Czech) and in this article I want to provide tips for fellow artists on how to improve their workflow and produce high-quality models when time is mercilessly ticking. http://www.gamasutra.com/blogs/PetrRuzicka/20150225/237327/Keep_the_Guns_Rolling_Modeling_for_Overkill_3_and_Optimising_Workflow.php Wed, 25 Feb 2015 01:08:00 EST FINISH YOUR GAME - by Rosstin Murphy http://www.gamasutra.com/blogs/RosstinMurphy/20150224/237145/FINISH_YOUR_GAME.php Finish your game... before it finishes YOU! Advice for getting your first game out the door, no matter WHAT IT TAKES. http://www.gamasutra.com/blogs/RosstinMurphy/20150224/237145/FINISH_YOUR_GAME.php Tue, 24 Feb 2015 01:55:00 EST The Right People - by Keaton White http://www.gamasutra.com/blogs/KeatonWhite/20150224/237177/The_Right_People.php Don't let concerns about taxes and contracts stop you from looking beyond your borders for the right people. With preparation and research, even tiny indie companies can collaborate internationally to build the right team. http://www.gamasutra.com/blogs/KeatonWhite/20150224/237177/The_Right_People.php Tue, 24 Feb 2015 01:53:00 EST Prototyping modes for a competitive typing game - by Christian Reuter http://www.gamasutra.com/blogs/ChristianReuter/20150224/237111/Prototyping_modes_for_a_competitive_typing_game.php Looking back at the lessons learned when designing rules for the competitive typing game "Typefighters". http://www.gamasutra.com/blogs/ChristianReuter/20150224/237111/Prototyping_modes_for_a_competitive_typing_game.php Tue, 24 Feb 2015 01:47:00 EST Harnessing User-Generated Content in Mobile Games - by Cass Phillipps http://www.gamasutra.com/blogs/CassPhillipps/20150224/237118/Harnessing_UserGenerated_Content_in_Mobile_Games.php User-generated content is a great way to make intriguing new content for players on PC and console. On mobile, UGC is not as common. We've been fostering UGC on mobile with Episode, an interactive storytelling network. Here's some of what we've learned. http://www.gamasutra.com/blogs/CassPhillipps/20150224/237118/Harnessing_UserGenerated_Content_in_Mobile_Games.php Tue, 24 Feb 2015 01:47:00 EST Atoms: Post Mortem of an iOS game - by John Girvin http://www.gamasutra.com/blogs/JohnGirvin/20150224/237133/Atoms_Post_Mortem_of_an_iOS_game.php Atoms, the game I released for iOS, has been out for few months now. I think it's time to take a look back and see what did and didn't work. http://www.gamasutra.com/blogs/JohnGirvin/20150224/237133/Atoms_Post_Mortem_of_an_iOS_game.php Tue, 24 Feb 2015 01:47:00 EST 11 Ideas for Creating Your Own IndieDev Email Incentive - by Bryan Fisher http://www.gamasutra.com/blogs/BryanFisher/20150223/236717/11_Ideas_for_Creating_Your_Own_IndieDev_Email_Incentive.php Email is important because it's an avenue to connect with your audience. Here are 11 Ideas I gathered for making an IndieDev Email Incentive. http://www.gamasutra.com/blogs/BryanFisher/20150223/236717/11_Ideas_for_Creating_Your_Own_IndieDev_Email_Incentive.php Mon, 23 Feb 2015 12:25:00 EST Independent Doesn't Have To Mean Alone - by Carol Mertz http://www.gamasutra.com/blogs/CarolMertz/20150223/237008/Independent_Doesnt_Have_To_Mean_Alone.php As independent developers, we often have a tendency toward introversion and seclusion, but our work can suffer for it. An enthusiastic industry community can provide a source of camaraderie, inspiration, feedback, support, and continued education. http://www.gamasutra.com/blogs/CarolMertz/20150223/237008/Independent_Doesnt_Have_To_Mean_Alone.php Mon, 23 Feb 2015 12:25:00 EST Registering a trademark just got a little bit cheaper - by Zachary Strebeck http://www.gamasutra.com/blogs/ZacharyStrebeck/20150223/237031/Registering_a_trademark_just_got_a_little_bit_cheaper.php California lawyer Zachary Strebeck looks at the latest news from the USPTO – certain trademark registration fees have been reduced. http://www.gamasutra.com/blogs/ZacharyStrebeck/20150223/237031/Registering_a_trademark_just_got_a_little_bit_cheaper.php Mon, 23 Feb 2015 12:25:00 EST Circling in Unity3D with RotateAround - by Charles Cordingley http://www.gamasutra.com/blogs/CharlesCordingley/20150223/237038/Circling_in_Unity3D_with_RotateAround.php An introduction to using Unity3D's RotateAround function to make objects move in circles. http://www.gamasutra.com/blogs/CharlesCordingley/20150223/237038/Circling_in_Unity3D_with_RotateAround.php Mon, 23 Feb 2015 12:25:00 EST How to get on consoles as an Indie - by Slawa Deisling http://www.gamasutra.com/blogs/SlawaDeisling/20150223/237040/How_to_get_on_consoles_as_an_Indie.php A brief overview of the console developer programs, how you can apply for them and what you should keep in mind. http://www.gamasutra.com/blogs/SlawaDeisling/20150223/237040/How_to_get_on_consoles_as_an_Indie.php Mon, 23 Feb 2015 12:25:00 EST UX Insights: The Road Ahead, How king.com is shaping the future of Match 3 (Part 2) - by Om Tandon http://www.gamasutra.com/blogs/OmTandon/20150223/237047/UX_Insights_The_Road_Ahead_How_kingcom_is_shaping_the_future_of_Match_3_Part_2.php Part 2 of trends emerging in Match 3 games and some speculation about future impact on In-game economies. http://www.gamasutra.com/blogs/OmTandon/20150223/237047/UX_Insights_The_Road_Ahead_How_kingcom_is_shaping_the_future_of_Match_3_Part_2.php Mon, 23 Feb 2015 12:25:00 EST