Gamasutra.com - All Blogs http://www.gamasutra.com/blogs/ Gamasutra Blogs Wed, 01 Apr 2015 05:24:21 EDT en-us scarless@think-services.com (Simon Carless) The Butterfly Effect - by Kevin Ryan http://www.gamasutra.com/blogs/KevinRyan/20150331/239636/The_Butterfly_Effect.php Design,Programming,Console/PC,Indie A discussion of how reading Nate Silver's "The Signal and the Noise" reminded me of several challenges I had in implementing physics for Contraption Maker. http://www.gamasutra.com/blogs/KevinRyan/20150331/239636/The_Butterfly_Effect.php Tue, 31 Mar 2015 02:49:00 EDT GDC 2015 The Delayed Impressions of a Games User Researcher - by Ben Lewis-Evans http://www.gamasutra.com/blogs/BenLewisEvans/20150331/240024/GDC_2015_The_Delayed_Impressions_of_a_Games_User_Researcher.php Audio,Business/Marketing,Design,Production,Art,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet What does a Games User Researcher attending GDC for the first time (along with the Games User Researcher Summit) think of the whole thing? This is an attempt to catalog and describe my experiences, with summaries of every talk I attended. http://www.gamasutra.com/blogs/BenLewisEvans/20150331/240024/GDC_2015_The_Delayed_Impressions_of_a_Games_User_Researcher.php Tue, 31 Mar 2015 02:49:00 EDT For art teams: How do we recruit artists - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20150331/240057/For_art_teams_How_do_we_recruit_artists.php Design,Art,Social/Online,Smartphone/Tablet This article has detailed steps about how we recruit artists for our team. http://www.gamasutra.com/blogs/JunxueLi/20150331/240057/For_art_teams_How_do_we_recruit_artists.php Tue, 31 Mar 2015 02:49:00 EDT Memorable Names for Virtual Things - by Rob Lockhart http://www.gamasutra.com/blogs/RobLockhart/20150331/240114/Memorable_Names_for_Virtual_Things.php Design,Console/PC,Indie,Smartphone/Tablet When creating proper names for fictional people, places and things in a game (or other creative endeavor), there are some tricks you can use to help your players keep them distinct and organized in their minds. http://www.gamasutra.com/blogs/RobLockhart/20150331/240114/Memorable_Names_for_Virtual_Things.php Tue, 31 Mar 2015 02:49:00 EDT Gameplay Depth versus Variety - by Lewis Pulsipher http://www.gamasutra.com/blogs/LewisPulsipher/20150330/239930/Gameplay_Depth_versus_Variety.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games). http://www.gamasutra.com/blogs/LewisPulsipher/20150330/239930/Gameplay_Depth_versus_Variety.php Mon, 30 Mar 2015 01:30:00 EDT Octodad: Dadliest Catch Post-Mortem Pt. 4: Tech - by Kevin Geisler http://www.gamasutra.com/blogs/KevinGeisler/20150330/240000/Octodad_Dadliest_Catch_PostMortem_Pt_4_Tech.php Programming,Console/PC,Indie Technical lessons learned from the creation and release of Octodad: Dadliest Catch. http://www.gamasutra.com/blogs/KevinGeisler/20150330/240000/Octodad_Dadliest_Catch_PostMortem_Pt_4_Tech.php Mon, 30 Mar 2015 01:30:00 EDT The curious alternative distribution of Samorost 2: Newspaper stands. - by Brandon Sheffield http://www.gamasutra.com/blogs/BrandonSheffield/20150329/239940/The_curious_alternative_distribution_of_Samorost_2_Newspaper_stands.php Business/Marketing,Production,Console/PC,Indie Amanita Design, makers of Samorost, Machinarium, Botanicula and others, took to a curious method to sell games in the Czech Republic: Newspaper stands. http://www.gamasutra.com/blogs/BrandonSheffield/20150329/239940/The_curious_alternative_distribution_of_Samorost_2_Newspaper_stands.php Sun, 29 Mar 2015 04:47:00 EDT How to Create a Mobile Game Company - by Jovan Johnson http://www.gamasutra.com/blogs/JovanJohnson/20150327/239909/How_to_Create_a_Mobile_Game_Company.php Create your game company with confidence. Mobile gaming may become the most profitable sector of the gaming industry within the next year. Are you ready? http://www.gamasutra.com/blogs/JovanJohnson/20150327/239909/How_to_Create_a_Mobile_Game_Company.php Fri, 27 Mar 2015 05:12:00 EDT Games, Stories and Words - by Keith Burgun http://www.gamasutra.com/blogs/KeithBurgun/20150327/239867/Games_Stories_and_Words.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet “Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general. http://www.gamasutra.com/blogs/KeithBurgun/20150327/239867/Games_Stories_and_Words.php Fri, 27 Mar 2015 03:39:00 EDT Sunless Sea Sales and Funding Deep Dive, Part III: Early Access and Final Release - by Adam Myers http://www.gamasutra.com/blogs/AdamMyers/20150327/239868/Sunless_Sea_Sales_and_Funding_Deep_Dive_Part_III_Early_Access_and_Final_Release.php Business/Marketing,Console/PC,Indie Sales figures for Sunless Sea in early access and after launch, with charts. http://www.gamasutra.com/blogs/AdamMyers/20150327/239868/Sunless_Sea_Sales_and_Funding_Deep_Dive_Part_III_Early_Access_and_Final_Release.php Fri, 27 Mar 2015 03:39:00 EDT Game Design Deep Dive: Tippity-tapping the screen to control a tribe of monkeys in Jungle Rumble - by Trevor Stricker http://www.gamasutra.com/blogs/TrevorStricker/20150331/239698/Game_Design_Deep_Dive_Tippitytapping_the_screen_to_control_a_tribe_of_monkeys_in_Jungle_Rumble.php Design,Console/PC,Indie,Smartphone/Tablet Jungle Rumble is a rhythm game where players use a rhythmic-grammar control scheme. What does that mean? And how is this different from a follow-the-script rhythm game? http://www.gamasutra.com/blogs/TrevorStricker/20150331/239698/Game_Design_Deep_Dive_Tippitytapping_the_screen_to_control_a_tribe_of_monkeys_in_Jungle_Rumble.php Tue, 31 Mar 2015 05:29:00 EDT In Defense of Gaming: How Developers Can Protect Against the Top 5 Hacking Risks to Mobile Games - by Rennie Allen http://www.gamasutra.com/blogs/RennieAllen/20150331/239899/In_Defense_of_Gaming_How_Developers_Can_Protect_Against_the_Top_5_Hacking_Risks_to_Mobile_Games.php Business/Marketing,Serious,Smartphone/Tablet Many mobile gaming developers have not yet fully begun to understand the ramifications on long-term revenue loss that hacking is costing them today. Developers need to realize that their piece of the pie is at risk from day one. http://www.gamasutra.com/blogs/RennieAllen/20150331/239899/In_Defense_of_Gaming_How_Developers_Can_Protect_Against_the_Top_5_Hacking_Risks_to_Mobile_Games.php Tue, 31 Mar 2015 02:49:00 EDT Tips for how to design and develop free-to-play games - by Jose Maria Martinez http://www.gamasutra.com/blogs/JoseMariaMartinez/20150331/240059/Tips_for_how_to_design_and_develop_freetoplay_games.php Design,Indie,Social/Online This post shows some tips on how to make your HTML5 free-to-play games attractive so you can monetize them via ads, the purchase of virtual goods or any other way. For example, the first tip is about making short game loops. http://www.gamasutra.com/blogs/JoseMariaMartinez/20150331/240059/Tips_for_how_to_design_and_develop_freetoplay_games.php Tue, 31 Mar 2015 02:49:00 EDT Gamification milestones for mobile apps. Infographics. - by Ievgen Leonov http://www.gamasutra.com/blogs/IevgenLeonov/20150331/240089/Gamification_milestones_for_mobile_apps_Infographics.php Smartphone/Tablet Gamification is a buzz word these days. In terms of mobile apps, bringing game elements into a non-gaming context can be the best strategy to bring fun, increase user engagement, generate more traffic, and improve monetization. http://www.gamasutra.com/blogs/IevgenLeonov/20150331/240089/Gamification_milestones_for_mobile_apps_Infographics.php Tue, 31 Mar 2015 02:49:00 EDT The results of a weeklong deal on Steam - by Dave Toulouse http://www.gamasutra.com/blogs/DaveToulouse/20150331/240113/The_results_of_a_weeklong_deal_on_Steam.php Business/Marketing,Indie Awareness is the most difficult challenge indie devs have to face but even when your game is not hugely popular Steam can make an interesting difference through weeklong deals. http://www.gamasutra.com/blogs/DaveToulouse/20150331/240113/The_results_of_a_weeklong_deal_on_Steam.php Tue, 31 Mar 2015 02:49:00 EDT Engagement Study: Raids of Glory - by Jero Juujärvi http://www.gamasutra.com/blogs/JeroJuujrvi/20150331/240088/Engagement_Study_Raids_of_Glory.php Business/Marketing,Design,Serious,Social/Online,Smartphone/Tablet Engagement Study about mobile game Raids of Glory. In this post, you will learn some ways to engage and monetize your audience and improve your game design for better gaming experience. http://www.gamasutra.com/blogs/JeroJuujrvi/20150331/240088/Engagement_Study_Raids_of_Glory.php Tue, 31 Mar 2015 02:43:00 EDT Think of the consequences - by Craig Kelly http://www.gamasutra.com/blogs/CraigKelly/20150331/240106/Think_of_the_consequences.php Design,Console/PC this blog is disusing in general the trope of story driven games to consequence driven games like using Mass Effect as an example and Dead Space as the story driven. this as a part of a college assignment. http://www.gamasutra.com/blogs/CraigKelly/20150331/240106/Think_of_the_consequences.php Tue, 31 Mar 2015 02:43:00 EDT Playing Detective or How I Would Fix Danganronpa: Trigger Happy Havoc - by Michael Neel http://www.gamasutra.com/blogs/MichaelNeel/20150330/240021/Playing_Detective_or_How_I_Would_Fix_Danganronpa_Trigger_Happy_Havoc.php Design An analysis of how detective narrative is handled in Danganronpa: Trigger Happy Havoc with thoughts on how it could be changed to give the player greater agency in solving the cases. http://www.gamasutra.com/blogs/MichaelNeel/20150330/240021/Playing_Detective_or_How_I_Would_Fix_Danganronpa_Trigger_Happy_Havoc.php Mon, 30 Mar 2015 01:31:00 EDT Avian Apocalypse Post Mortem - by Kevin Morris http://www.gamasutra.com/blogs/KevinMorris/20150330/239624/Avian_Apocalypse_Post_Mortem.php Business/Marketing,Production,Console/PC,Indie Avian Apocalypse is a 2D platformer/shooter created by a team of 4 developers at SMU's Guildhall over the course of 8 weeks. http://www.gamasutra.com/blogs/KevinMorris/20150330/239624/Avian_Apocalypse_Post_Mortem.php Mon, 30 Mar 2015 01:30:00 EDT How F2P Summit Restored My Faith in Games (and Humanity) - by Nick Hatter http://www.gamasutra.com/blogs/NickHatter/20150330/239919/How_F2P_Summit_Restored_My_Faith_in_Games_and_Humanity.php Business/Marketing,Design,Indie,Social/Online,Smartphone/Tablet F2P Summit is London's hidden gem for mobile game and free-to-play developers. Read why... http://www.gamasutra.com/blogs/NickHatter/20150330/239919/How_F2P_Summit_Restored_My_Faith_in_Games_and_Humanity.php Mon, 30 Mar 2015 01:30:00 EDT