Gamasutra.com - Member Blogs http://www.gamasutra.com/blogs/member/ Gamasutra Blogs Thu, 27 Nov 2014 09:27:02 EST en-us scarless@think-services.com (Simon Carless) Looking for Apps in all the Right Places - by Nancy MacIntyre http://www.gamasutra.com/blogs/NancyMacIntyre/20141126/231067/Looking_for_Apps_in_all_the_Right_Places.php Southeast Asia has a mother lode of creative educational game app developers thanks to a strong focus on early learning. http://www.gamasutra.com/blogs/NancyMacIntyre/20141126/231067/Looking_for_Apps_in_all_the_Right_Places.php Wed, 26 Nov 2014 03:35:00 EST Which New Year's Resolutions Became Reality? - by Koen Deetman http://www.gamasutra.com/blogs/KoenDeetman/20141126/230938/Which_New_Years_Resolutions_Became_Reality.php New year resolutions are great, but how often do we turn them into a reality? Did I really pursue some of them, or have I been too lazy chasing my dreams? A year ago I wrote down 6 new years resolutions and let's see how much of them became a reality! http://www.gamasutra.com/blogs/KoenDeetman/20141126/230938/Which_New_Years_Resolutions_Became_Reality.php Wed, 26 Nov 2014 02:19:00 EST Leveraging Your Local Library to Levelup Your IndieDev - by Bryan Fisher http://www.gamasutra.com/blogs/BryanFisher/20141126/230964/Leveraging_Your_Local_Library_to_Levelup_Your_IndieDev.php My local library is one of the greatest tools for leveling up all my IndieDev skills. Here are 5 ways I use it. http://www.gamasutra.com/blogs/BryanFisher/20141126/230964/Leveraging_Your_Local_Library_to_Levelup_Your_IndieDev.php Wed, 26 Nov 2014 02:19:00 EST Socializing a New Member in a Scrum Team - by Jon Clark http://www.gamasutra.com/blogs/JonClark/20141126/230984/Socializing_a_New_Member_in_a_Scrum_Team.php This blog explores the process of incorporating a new team member into a Scrum team through Group Socialization theory and Agile development methodologies. http://www.gamasutra.com/blogs/JonClark/20141126/230984/Socializing_a_New_Member_in_a_Scrum_Team.php Wed, 26 Nov 2014 02:19:00 EST 6 Tips to Succeed in Chinese Mobile Game Market - by Patrick Yip http://www.gamasutra.com/blogs/PatrickYip/20141126/230999/6_Tips_to_Succeed_in_Chinese_Mobile_Game_Market.php Localizing a mobile game isn’t rocket science, but you need to know what you’re doing. In this post, we’ll share six key insights about game localization in China. http://www.gamasutra.com/blogs/PatrickYip/20141126/230999/6_Tips_to_Succeed_in_Chinese_Mobile_Game_Market.php Wed, 26 Nov 2014 02:19:00 EST The Flow of Grind in Destiny - by Andreas Ahlborn http://www.gamasutra.com/blogs/AndreasAhlborn/20141126/231020/The_Flow_of_Grind_in_Destiny.php How I learned to stop worrying and love the Metagame in Bungies 500M$-Shlooter. http://www.gamasutra.com/blogs/AndreasAhlborn/20141126/231020/The_Flow_of_Grind_in_Destiny.php Wed, 26 Nov 2014 02:19:00 EST Migi Osu: Postmortem - by Alex Rose http://www.gamasutra.com/blogs/AlexRose/20141126/231048/Migi_Osu_Postmortem.php An overview of the creation of Migi Osu, a game made for Indies Vs PewDiePie in one weekend at Insomnia53 festival by a group of exhibitors. http://www.gamasutra.com/blogs/AlexRose/20141126/231048/Migi_Osu_Postmortem.php Wed, 26 Nov 2014 02:19:00 EST Giant Norse Elementals & The 80/20 Rule - by William Dube http://www.gamasutra.com/blogs/WilliamDube/20141126/231062/Giant_Norse_Elementals__The_8020_Rule.php Why execution matters in game development: the importance of tiny insignificant details. http://www.gamasutra.com/blogs/WilliamDube/20141126/231062/Giant_Norse_Elementals__The_8020_Rule.php Wed, 26 Nov 2014 02:19:00 EST The Perception of Characters and their Impact on Narrative - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20141125/230983/The_Perception_of_Characters_and_their_Impact_on_Narrative.php The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story. http://www.gamasutra.com/blogs/JoshBycer/20141125/230983/The_Perception_of_Characters_and_their_Impact_on_Narrative.php Tue, 25 Nov 2014 02:37:00 EST Translating the Bartle Test to the F2P Market - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20141125/230896/Translating_the_Bartle_Test_to_the_F2P_Market.php Today's post takes the Bartle Test which was used to describe MMO player mindsets and see if it can be translated to the F2P/Social market. http://www.gamasutra.com/blogs/UlyanaChernyak/20141125/230896/Translating_the_Bartle_Test_to_the_F2P_Market.php Tue, 25 Nov 2014 01:24:00 EST How Important is "Clean" Gameplay? - by Keaton White http://www.gamasutra.com/blogs/KeatonWhite/20141125/230932/How_Important_is_quotCleanquot_Gameplay.php What makes gameplay clean or unclean? How necessary is clean gameplay to player enjoyment? Come explore these questions based on a conversation with a veteran Capcom designer. http://www.gamasutra.com/blogs/KeatonWhite/20141125/230932/How_Important_is_quotCleanquot_Gameplay.php Tue, 25 Nov 2014 01:24:00 EST How facial expressions were made in Y2K - by Cassandra Khaw http://www.gamasutra.com/blogs/CassandraKhaw/20141125/230934/How_facial_expressions_were_made_in_Y2K.php Cross-posted dev blog on the creation of facial animation in the upcoming JRPG Y2K, as well as the inspirations behind it. http://www.gamasutra.com/blogs/CassandraKhaw/20141125/230934/How_facial_expressions_were_made_in_Y2K.php Tue, 25 Nov 2014 01:24:00 EST Unity First Impressions part 3 - by Semen Frish http://www.gamasutra.com/blogs/SemenFrish/20141125/230948/Unity_First_Impressions_part_3.php Our first unity game is done, several times tweaked up to players feedback, rebalanced to hardcore, now at indiedb, has release date and going to be in stores pretty soon, now I've found some time to keep on posting articles about making the game. http://www.gamasutra.com/blogs/SemenFrish/20141125/230948/Unity_First_Impressions_part_3.php Tue, 25 Nov 2014 01:24:00 EST Post PAX Australia 2014 with Crabitron Kinect - by John Millard http://www.gamasutra.com/blogs/JohnMillard/20141124/230366/Post_PAX_Australia_2014_with_Crabitron_Kinect.php This year we presented Crabitron Kinect to the public for the first time at PAX Australia. We faced challenges presenting a Kinect game to such a large audience, in this post I will detail the highs and lows and what we got out of PAX Australia 2014. http://www.gamasutra.com/blogs/JohnMillard/20141124/230366/Post_PAX_Australia_2014_with_Crabitron_Kinect.php Mon, 24 Nov 2014 03:52:00 EST Unity3D Culling Mask Tip - by Charles Cordingley http://www.gamasutra.com/blogs/CharlesCordingley/20141124/230710/Unity3D_Culling_Mask_Tip.php Changing the layers displayed by a Unity3D camera requires some bitfield maths. This post provides a more explicit and readable way to handle this functionality. http://www.gamasutra.com/blogs/CharlesCordingley/20141124/230710/Unity3D_Culling_Mask_Tip.php Mon, 24 Nov 2014 03:52:00 EST The David Lynch Way: Interview with Daniil Ermakov - by Talha Kaya http://www.gamasutra.com/blogs/TalhaKaya/20141124/230784/The_David_Lynch_Way_Interview_with_Daniil_Ermakov.php Talking to Daniil "Da Neel" Ermakov on his games: "you might say that they are weird and broken beyond belief, but I think that they are still pretty solid in what they are trying to convey". http://www.gamasutra.com/blogs/TalhaKaya/20141124/230784/The_David_Lynch_Way_Interview_with_Daniil_Ermakov.php Mon, 24 Nov 2014 03:52:00 EST Bottomless IAPs -- Balancing Profit with Consumer Value - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20141124/230787/Bottomless_IAPs__Balancing_Profit_with_Consumer_Value.php A major profit generator for F2P titles are bottomless IAPs designed for consistent purchases. But the challenge is figuring out how to make them worth it to the consumer. http://www.gamasutra.com/blogs/UlyanaChernyak/20141124/230787/Bottomless_IAPs__Balancing_Profit_with_Consumer_Value.php Mon, 24 Nov 2014 03:52:00 EST Develop What You're Passionate About Or Default - by Joseph Mares http://www.gamasutra.com/blogs/JosephMares/20141124/230789/Develop_What_Youre_Passionate_About_Or_Default.php The most fun products come from content that was made out of passion. http://www.gamasutra.com/blogs/JosephMares/20141124/230789/Develop_What_Youre_Passionate_About_Or_Default.php Mon, 24 Nov 2014 03:52:00 EST Distributing Through a Humble Bundle - by Kevin Harwood http://www.gamasutra.com/blogs/KevinHarwood/20141124/230810/Distributing_Through_a_Humble_Bundle.php How should game developers and marketers view Humble Bundle and the service it provides? I've answered this question a few times to clients, but I think a longer answer along with data is warranted. http://www.gamasutra.com/blogs/KevinHarwood/20141124/230810/Distributing_Through_a_Humble_Bundle.php Mon, 24 Nov 2014 03:52:00 EST Game Development on Twitch: Lessons Learned - by Joe Kelly http://www.gamasutra.com/blogs/JoeKelly/20141124/230825/Game_Development_on_Twitch_Lessons_Learned.php A collection of opinions and tips for livestreaming your game development on Twitch. http://www.gamasutra.com/blogs/JoeKelly/20141124/230825/Game_Development_on_Twitch_Lessons_Learned.php Mon, 24 Nov 2014 03:52:00 EST Positively Horrifying - by George Mylonas http://www.gamasutra.com/blogs/GeorgeMylonas/20141124/230827/Positively_Horrifying.php Is horror in the interactive medium truly harmless? Why are we drawn to horror? What kind of people are horror fans? A look at Alien: Isolation is used as an example in combination with psychiatric research to delve into the matter. http://www.gamasutra.com/blogs/GeorgeMylonas/20141124/230827/Positively_Horrifying.php Mon, 24 Nov 2014 03:52:00 EST The Musical Box #20: The Importance of Melody - by Marcelo Martins http://www.gamasutra.com/blogs/MarceloMartins/20141124/230843/The_Musical_Box_20_The_Importance_of_Melody.php The Musical Box features 30 articles focusing on game music production and implementation. http://www.gamasutra.com/blogs/MarceloMartins/20141124/230843/The_Musical_Box_20_The_Importance_of_Melody.php Mon, 24 Nov 2014 03:52:00 EST Getting/Making Game Music that Fits - World Tour Series - Celtic Music - by Harry Mack http://www.gamasutra.com/blogs/HarryMack/20141124/230863/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Celtic_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 Celtic music. http://www.gamasutra.com/blogs/HarryMack/20141124/230863/GettingMaking_Game_Music_that_Fits__World_Tour_Series__Celtic_Music.php Mon, 24 Nov 2014 03:52:00 EST Our KickStarter: Scraping By Without a Scam in the World - by James Hicks http://www.gamasutra.com/blogs/JamesHicks/20141124/230864/Our_KickStarter_Scraping_By_Without_a_Scam_in_the_World.php Like most Indie games, we didn’t get Big Press coverage, so what we saw is probably a good example of what most can expect, what we did is most likely what you need to do to to succeed, and you can probably learn from our mistakes. http://www.gamasutra.com/blogs/JamesHicks/20141124/230864/Our_KickStarter_Scraping_By_Without_a_Scam_in_the_World.php Mon, 24 Nov 2014 03:52:00 EST The Science of Eyeballs in Y2K - by Cassandra Khaw http://www.gamasutra.com/blogs/CassandraKhaw/20141124/230772/The_Science_of_Eyeballs_in_Y2K.php Cross-posted dev blog on the complexities of creating a character model, and the surprising intricacies of developing eyeballs. http://www.gamasutra.com/blogs/CassandraKhaw/20141124/230772/The_Science_of_Eyeballs_in_Y2K.php Mon, 24 Nov 2014 02:02:00 EST Toy Ninja VR Movement Paradigm - by Jack Pritz http://www.gamasutra.com/blogs/JackPritz/20141121/230658/Toy_Ninja_VR_Movement_Paradigm.php In this post I discuss mapping player input into movement of a 3rd person avatar in virtual reality. http://www.gamasutra.com/blogs/JackPritz/20141121/230658/Toy_Ninja_VR_Movement_Paradigm.php Fri, 21 Nov 2014 02:24:00 EST Cross-Functional People - by Charles Palmer http://www.gamasutra.com/blogs/CharlesPalmer/20141121/230661/CrossFunctional_People.php Production problems abound when you rely too heavily on specializations. This blog lays out a few of the pitfalls of over-reliance on specialization and the advantages of breaking free. http://www.gamasutra.com/blogs/CharlesPalmer/20141121/230661/CrossFunctional_People.php Fri, 21 Nov 2014 02:24:00 EST Secondary Steam Features for Developers - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20141121/230662/Secondary_Steam_Features_for_Developers.php Steam's importance cannot be understated for game development and there are some features that developers are not aware of that they can leverage for their titles. http://www.gamasutra.com/blogs/UlyanaChernyak/20141121/230662/Secondary_Steam_Features_for_Developers.php Fri, 21 Nov 2014 02:24:00 EST Quit the Grind: New Ways to "Level" - by Zack Wood http://www.gamasutra.com/blogs/ZackWood/20141121/230678/Quit_the_Grind_New_Ways_to_quotLevelquot.php Any RPG fan knows the feeling when battle stops being fun and starts being work, when you're just grinding because you feel you have to. But it isn't necessary- just look at what some of the classic RPGs have done to keep "leveling up" fun! http://www.gamasutra.com/blogs/ZackWood/20141121/230678/Quit_the_Grind_New_Ways_to_quotLevelquot.php Fri, 21 Nov 2014 02:24:00 EST Alien: Isolation Technical Observations - by Jack Pritz http://www.gamasutra.com/blogs/JackPritz/20141121/230685/Alien_Isolation_Technical_Observations.php Technical Observations of Alien: Isolation. http://www.gamasutra.com/blogs/JackPritz/20141121/230685/Alien_Isolation_Technical_Observations.php Fri, 21 Nov 2014 02:24:00 EST Volcano GameJam Post-Mortem - by Thierry Brochart http://www.gamasutra.com/blogs/ThierryBrochart/20141121/230691/Volcano_GameJam_PostMortem.php This is a post-mortem on our Volcano GameJam in Reunion island http://www.gamasutra.com/blogs/ThierryBrochart/20141121/230691/Volcano_GameJam_PostMortem.php Fri, 21 Nov 2014 02:24:00 EST Why do developers make 7x less money outside the US? - by Martin Koppel http://www.gamasutra.com/blogs/MartinKoppel/20141121/230692/Why_do_developers_make_7x_less_money_outside_the_US.php With low user income and the resulting lack of revenue for developers in emerging markets, most companies either ignore these regions or burn money when seeking to enter them. So is there a way US developers can approach these markets and not fail? http://www.gamasutra.com/blogs/MartinKoppel/20141121/230692/Why_do_developers_make_7x_less_money_outside_the_US.php Fri, 21 Nov 2014 02:24:00 EST Design and safety tips for leaderboard - by Priyadarshi Chowdhary http://www.gamasutra.com/blogs/PriyadarshiChowdhary/20141121/230744/Design_and_safety_tips_for_leaderboard.php Leaderboards play a crucial role in many online competitive games. Design properly, they can provide an incentive for players to get more involved with your game. http://www.gamasutra.com/blogs/PriyadarshiChowdhary/20141121/230744/Design_and_safety_tips_for_leaderboard.php Fri, 21 Nov 2014 02:24:00 EST The Client/Vendor Relationship – Laying a Solid Foundation with True Collaboration - by Derek Smith http://www.gamasutra.com/blogs/DerekSmith/20141120/230563/The_ClientVendor_Relationship__Laying_a_Solid_Foundation_with_True_Collaboration.php The relationship between client and vendor can be tricky to get right. In this article I would like to focus on what I consider to be one of the most important aspects to making a successful partnership, something I call True Collaboration. http://www.gamasutra.com/blogs/DerekSmith/20141120/230563/The_ClientVendor_Relationship__Laying_a_Solid_Foundation_with_True_Collaboration.php Thu, 20 Nov 2014 01:40:00 EST Indie Game Analytics 101 (part 2 – five mistakes) - by Dylan Jones http://www.gamasutra.com/blogs/DylanJones/20141120/230576/Indie_Game_Analytics_101_part_2__five_mistakes.php Avoid mistakes when diving into the world of analytics. This post reviews what indie game developers should steer clear from what they need to know when first starting out with tracking data. http://www.gamasutra.com/blogs/DylanJones/20141120/230576/Indie_Game_Analytics_101_part_2__five_mistakes.php Thu, 20 Nov 2014 01:40:00 EST The Trials of Trails of Glork, and the Lessons of Potatoman - by Miles Tilmann http://www.gamasutra.com/blogs/MilesTilmann/20141120/230579/The_Trials_of_Trails_of_Glork_and_the_Lessons_of_Potatoman.php A personal essay about the dangers of getting an idea crowdfunded without proper preparation. A 4 year journey towards acceptance of and gratitude towards the present moment. http://www.gamasutra.com/blogs/MilesTilmann/20141120/230579/The_Trials_of_Trails_of_Glork_and_the_Lessons_of_Potatoman.php Thu, 20 Nov 2014 01:40:00 EST Choosing the perfect keywords for your iOS app - by Simon Hill http://www.gamasutra.com/blogs/SimonHill/20141120/230642/Choosing_the_perfect_keywords_for_your_iOS_app.php It’s time to generate a list of keywords that will help potential customers to find your iOS app. This article will show you how to boost your chances of choosing the right keywords for maximum App store success. http://www.gamasutra.com/blogs/SimonHill/20141120/230642/Choosing_the_perfect_keywords_for_your_iOS_app.php Thu, 20 Nov 2014 01:40:00 EST When Helping Harms - by Larry Carney http://www.gamasutra.com/blogs/LarryCarney/20141119/230467/When_Helping_Harms.php A look at recent events in the Swedish games industry, and how the consumer can be harmed when a content creator and an industry merely desire to do the right thing. http://www.gamasutra.com/blogs/LarryCarney/20141119/230467/When_Helping_Harms.php Wed, 19 Nov 2014 08:25:00 EST IndieDev Retargeting for Facebook - by Bryan Fisher http://www.gamasutra.com/blogs/BryanFisher/20141119/230210/IndieDev_Retargeting_for_Facebook.php After about my fourth class in marketing, I finally understood what retargeting meant, and I've been using it for my own IndieDev Retargeting in Facebook. http://www.gamasutra.com/blogs/BryanFisher/20141119/230210/IndieDev_Retargeting_for_Facebook.php Wed, 19 Nov 2014 01:31:00 EST Reactive vs. Active Stealth in Game Design - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20141119/230478/Reactive_vs_Active_Stealth_in_Game_Design.php Stealth gameplay can be an interesting topic as there are many ways to go about it. For today's post, I'm going to examine two popular philosophies and how they impact game design. http://www.gamasutra.com/blogs/JoshBycer/20141119/230478/Reactive_vs_Active_Stealth_in_Game_Design.php Wed, 19 Nov 2014 01:31:00 EST Introduction To Concealed Intent - by Charles Cordingley http://www.gamasutra.com/blogs/CharlesCordingley/20141119/230500/Introduction_To_Concealed_Intent.php It is time to decloak. For some time I have been developing Concealed Intent, a turn-based game of tactical space combat. http://www.gamasutra.com/blogs/CharlesCordingley/20141119/230500/Introduction_To_Concealed_Intent.php Wed, 19 Nov 2014 01:31:00 EST Why you should care about the package name validity of your Unity project - by Laurent Victorino http://www.gamasutra.com/blogs/LaurentVictorino/20141119/230543/Why_you_should_care_about_the_package_name_validity_of_your_Unity_project.php As a C/C++/C# game developer I chose to make games with Unity because I didn't want to learn Java or Objective-C to publish on Android or iOS. However here is why I should have cared more about Java even using Unity... http://www.gamasutra.com/blogs/LaurentVictorino/20141119/230543/Why_you_should_care_about_the_package_name_validity_of_your_Unity_project.php Wed, 19 Nov 2014 01:31:00 EST Player Support - A Game Changer in the Games Industry - by Stefan Abadzhiev http://www.gamasutra.com/blogs/StefanAbadzhiev/20141118/230447/Player_Support__A_Game_Changer_in_the_Games_Industry.php It is well documented that the games industry is experiencing unprecedented growth. Indeed, with Forbes magazine predicting that the sector will grow to $82 billion by 2017, it is growing faster and becoming more competitive than ever before. http://www.gamasutra.com/blogs/StefanAbadzhiev/20141118/230447/Player_Support__A_Game_Changer_in_the_Games_Industry.php Tue, 18 Nov 2014 02:23:00 EST Producing winning videogame theme songs - by Matthew Myers http://www.gamasutra.com/blogs/MatthewMyers/20141118/230329/Producing_winning_videogame_theme_songs.php A "how to" piece on making video game theme songs with vocals based on my experiences doing a number of these project to date. The article also features work-in-progress production materials which ordinarily I would not share with the public. http://www.gamasutra.com/blogs/MatthewMyers/20141118/230329/Producing_winning_videogame_theme_songs.php Tue, 18 Nov 2014 01:51:00 EST Inventory.GetGladiator() - by Vegard Myklebust http://www.gamasutra.com/blogs/VegardMyklebust/20141118/230356/InventoryGetGladiator.php In this blog-post I talk about using a world state and separating that from the other systems in the game, and how we deal with generated characters within that dogma, as well as what happens when systems get implemented before their intended use. http://www.gamasutra.com/blogs/VegardMyklebust/20141118/230356/InventoryGetGladiator.php Tue, 18 Nov 2014 01:51:00 EST Muertitos - A Matching Puzzle for the Brain - by Antonio Uribe http://www.gamasutra.com/blogs/AntonioUribe/20141118/230357/Muertitos__A_Matching_Puzzle_for_the_Brain.php How HyperBeard made Muertitos in a month. http://www.gamasutra.com/blogs/AntonioUribe/20141118/230357/Muertitos__A_Matching_Puzzle_for_the_Brain.php Tue, 18 Nov 2014 01:51:00 EST The Evolution of the Video Game Market -- F2P - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20141118/230383/The_Evolution_of_the_Video_Game_Market__F2P.php Wrapping up this post series, we come to the latest market for the video game industry -- F2P and how it has impacted both designing and selling games. http://www.gamasutra.com/blogs/UlyanaChernyak/20141118/230383/The_Evolution_of_the_Video_Game_Market__F2P.php Tue, 18 Nov 2014 01:51:00 EST Analyzing and Interpreting Feedback From Your Community - by Brian Peterson http://www.gamasutra.com/blogs/BrianPeterson/20141118/230391/Analyzing_and_Interpreting_Feedback_From_Your_Community.php Is all player feedback created equal? Does every bad review require attention and consideration? This post looks at recent discussion surrounding Monument Valley reviews to find takeaways that can be applied to feedback from any game's community. http://www.gamasutra.com/blogs/BrianPeterson/20141118/230391/Analyzing_and_Interpreting_Feedback_From_Your_Community.php Tue, 18 Nov 2014 01:51:00 EST What are game developers thinking? - by Leonid Kovalenko http://www.gamasutra.com/blogs/LeonidKovalenko/20141118/230393/What_are_game_developers_thinking.php Everybody wants to make a good game. What our mind tells us? A bunch of questions. Not much of them we need in order to act. http://www.gamasutra.com/blogs/LeonidKovalenko/20141118/230393/What_are_game_developers_thinking.php Tue, 18 Nov 2014 01:51:00 EST Data from "A Night at the Roculus" - by Holden Link http://www.gamasutra.com/blogs/HoldenLink/20141118/230394/Data_from_quotA_Night_at_the_Roculusquot.php "A Night at the Roculus" was the most popular Oculus DK2 game released last month. Data collected from the game shows a rough snapshot of the hardware current DK2 owners are using, and that we fell short of the 75 FPS target for 1/4 of our players. http://www.gamasutra.com/blogs/HoldenLink/20141118/230394/Data_from_quotA_Night_at_the_Roculusquot.php Tue, 18 Nov 2014 01:51:00 EST Nearly Ripped off to death by a publisher ? Get better by yourself and wait for justice (Maybe) - by Puget Alain http://www.gamasutra.com/blogs/PugetAlain/20141118/230420/Nearly_Ripped_off_to_death_by_a_publisher__Get_better_by_yourself_and_wait_for_justice_Maybe.php Let me tell you the story of a publisher ignoring a signed deal, how a German court of Justice decided it was apparently ok to do so, and nearly caused our undoing. http://www.gamasutra.com/blogs/PugetAlain/20141118/230420/Nearly_Ripped_off_to_death_by_a_publisher__Get_better_by_yourself_and_wait_for_justice_Maybe.php Tue, 18 Nov 2014 01:51:00 EST Using Unity for non-game app development - by Clarence Simpson http://www.gamasutra.com/blogs/ClarenceSimpson/20141118/230459/Using_Unity_for_nongame_app_development.php Sometimes game developers may be asked to build non-game apps, but there may still be good reasons to use a game engine/framework to build your app. http://www.gamasutra.com/blogs/ClarenceSimpson/20141118/230459/Using_Unity_for_nongame_app_development.php Tue, 18 Nov 2014 01:51:00 EST Solar Struggle - Our way to Steam - by Andreas Heldt http://www.gamasutra.com/blogs/AndreasHeldt/20141117/230133/Solar_Struggle__Our_way_to_Steam.php This is a story about the game "Solar Struggle" which released 2010 on XBLIG and took about four years to release on Steam. http://www.gamasutra.com/blogs/AndreasHeldt/20141117/230133/Solar_Struggle__Our_way_to_Steam.php Mon, 17 Nov 2014 03:44:00 EST Discoverability: It's not just for App Stores anymore - by Jay Powell http://www.gamasutra.com/blogs/JayPowell/20141117/230228/Discoverability_Its_not_just_for_App_Stores_anymore.php The rush back to PC gaming is creating the same discoverability issues seen on app stores. Here's why you should be concerned and simple steps to stay ahead. http://www.gamasutra.com/blogs/JayPowell/20141117/230228/Discoverability_Its_not_just_for_App_Stores_anymore.php Mon, 17 Nov 2014 03:44:00 EST What Makes it Fun. - by Joseph Mares http://www.gamasutra.com/blogs/JosephMares/20141117/230245/What_Makes_it_Fun.php Almost to the day, 5 years ago I posted a blog here, trying to explore what made something "fun". Since then I have interviewed professionals from all disciplines of entertainment, and can confidently tell you what fun is. http://www.gamasutra.com/blogs/JosephMares/20141117/230245/What_Makes_it_Fun.php Mon, 17 Nov 2014 03:44:00 EST Here’s an idea: stupid choices - by Sergio Rosa http://www.gamasutra.com/blogs/SergioRosa/20141117/230333/Heres_an_idea_stupid_choices.php It’d be interesting to see games with “stupid choices” where outcomes are not clear at all. Logical convention says players should know how their choices affect the world around them, but I see no reason why we need to lay out everything in front of them. http://www.gamasutra.com/blogs/SergioRosa/20141117/230333/Heres_an_idea_stupid_choices.php Mon, 17 Nov 2014 03:44:00 EST A mediated relationship between escapism and well-being among MMO players - by Wai Yen Tang http://www.gamasutra.com/blogs/WaiYenTang/20141117/230234/A_mediated_relationship_between_escapism_and_wellbeing_among_MMO_players.php Players with escapist motivation endorsed stronger game realism beliefs and spent more time playing MMORPGs, in turn increased online support but decreased offline social support. Well-being was affected by both online and offline social support http://www.gamasutra.com/blogs/WaiYenTang/20141117/230234/A_mediated_relationship_between_escapism_and_wellbeing_among_MMO_players.php Mon, 17 Nov 2014 01:39:00 EST Carefully Pick The Player's Character - by Muhammad Helmy http://www.gamasutra.com/blogs/MuhammadHelmy/20141117/230246/Carefully_Pick_The_Players_Character.php Perhaps everyone know that having characters in the game is something essential to lead the players to make their own connection with the game. Yes there still games without characters at all, but the genre controls that. But in case your game......... http://www.gamasutra.com/blogs/MuhammadHelmy/20141117/230246/Carefully_Pick_The_Players_Character.php Mon, 17 Nov 2014 01:39:00 EST Running a website or mobile app? Don’t neglect this crucial step to limit your legal liability! - by Zachary Strebeck http://www.gamasutra.com/blogs/ZacharyStrebeck/20141117/230271/Running_a_website_or_mobile_app_Dont_neglect_this_crucial_step_to_limit_your_legal_liability.php Game lawyer Zachary Strebeck looks at one potentially huge mistake that website owners and mobile game developers could make regarding the DMCA. Without registering an agent to receive takedown notices, they could end up liable for their users’ infringmen http://www.gamasutra.com/blogs/ZacharyStrebeck/20141117/230271/Running_a_website_or_mobile_app_Dont_neglect_this_crucial_step_to_limit_your_legal_liability.php Mon, 17 Nov 2014 01:39:00 EST The Musical Box #19: Chiptuned Michael Jackson - by Marcelo Martins http://www.gamasutra.com/blogs/MarceloMartins/20141117/230296/The_Musical_Box_19_Chiptuned_Michael_Jackson.php The Musical Box features 30 articles focusing on game music production and implementation. Edition #19: Michael Jackson's Moonwalker http://www.gamasutra.com/blogs/MarceloMartins/20141117/230296/The_Musical_Box_19_Chiptuned_Michael_Jackson.php Mon, 17 Nov 2014 01:39:00 EST