Gamasutra.com - All Blogs http://www.gamasutra.com/blogs/ Gamasutra Blogs Mon, 20 Oct 2014 07:25:57 EDT en-us scarless@think-services.com (Simon Carless) Honey, We Need to Discuss Your Persona Problem - by Bill Gardner http://www.gamasutra.com/blogs/BillGardner/20141017/228039/Honey_We_Need_to_Discuss_Your_Persona_Problem.php Business/Marketing,Design,Production,Console/PC Using personas as a tool to get inside heads. http://www.gamasutra.com/blogs/BillGardner/20141017/228039/Honey_We_Need_to_Discuss_Your_Persona_Problem.php Fri, 17 Oct 2014 12:30:00 EDT Why Anything but Games Matters - by Ian Bogost http://www.gamasutra.com/blogs/IanBogost/20141016/228000/Why_Anything_but_Games_Matters.php Business/Marketing,Design,Indie On isolationism in game development; my Indiecade 2014 talk http://www.gamasutra.com/blogs/IanBogost/20141016/228000/Why_Anything_but_Games_Matters.php Thu, 16 Oct 2014 07:33:00 EDT Why Gamers Love to Play Alone...Together - by Nick Halme http://www.gamasutra.com/blogs/NickHalme/20141016/227824/Why_Gamers_Love_to_Play_AloneTogether.php Design,Smartphone/Tablet Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind. http://www.gamasutra.com/blogs/NickHalme/20141016/227824/Why_Gamers_Love_to_Play_AloneTogether.php Thu, 16 Oct 2014 01:32:00 EDT VR Meetups: The Story of Haves and Have Nots - by Neil Schneider http://www.gamasutra.com/blogs/NeilSchneider/20141016/227954/VR_Meetups_The_Story_of_Haves_and_Have_Nots.php Business/Marketing,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Popular Meetups like SVVR, VRLA, and San Francisco VR Meetup are getting kudos for inexpensively getting a lot of expertise in one room. Learn about the gaps that need to be filled to grow the industry, and an effort being done to fill them. http://www.gamasutra.com/blogs/NeilSchneider/20141016/227954/VR_Meetups_The_Story_of_Haves_and_Have_Nots.php Thu, 16 Oct 2014 01:32:00 EDT Alien: Isolation and The Evolution of Horror Simulators - by Thomas Grip http://www.gamasutra.com/blogs/ThomasGrip/20141015/227733/Alien_Isolation_and_The_Evolution_of_Horror_Simulators.php Design,Console/PC An analysis of the games that laid the foundation for Alien: Isolation, an overview on what the games does well and what it fails at and finally some discussion on how to evolve the genre. http://www.gamasutra.com/blogs/ThomasGrip/20141015/227733/Alien_Isolation_and_The_Evolution_of_Horror_Simulators.php Wed, 15 Oct 2014 02:02:00 EDT Randomness and Game Design - by Keith Burgun http://www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php Design,Console/PC,Indie,Social/Online,Smartphone/Tablet While there will always be a place for randomness of all sorts in some kinds of interactive systems, I believe the current assumptions with regard to randomness in games are largely wrong. http://www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php Wed, 15 Oct 2014 02:02:00 EDT Making Better Designers - by Geoff Ellenor http://www.gamasutra.com/blogs/GeoffEllenor/20141015/227763/Making_Better_Designers.php Design,Console/PC How good a designer you are depends mostly on how much design you get to do. http://www.gamasutra.com/blogs/GeoffEllenor/20141015/227763/Making_Better_Designers.php Wed, 15 Oct 2014 02:02:00 EDT Porting an adventure game to mobile: Tips and Pitfalls: Part 3 - by Pallav Nawani http://www.gamasutra.com/blogs/PallavNawani/20141013/225391/Porting_an_adventure_game_to_mobile_Tips_and_Pitfalls_Part_3.php Design,Programming,Art,Indie,Smartphone/Tablet This is the third and the last post in the Blog series ‘Porting an adventure game to mobile: Tips and Pitfalls’. Part 1 is here. Part 2 is here. http://www.gamasutra.com/blogs/PallavNawani/20141013/225391/Porting_an_adventure_game_to_mobile_Tips_and_Pitfalls_Part_3.php Mon, 13 Oct 2014 02:11:00 EDT Video: Demons, Witches and Bipedal Goats - Cultural History in Diablo III - by Bob Whitaker http://www.gamasutra.com/blogs/BobWhitaker/20141013/227616/Video_Demons_Witches_and_Bipedal_Goats__Cultural_History_in_Diablo_III.php Console/PC Historians consider elements of cultural history in Diablo III. Topics include angels, demons, witches, demonic possession, hell and purgatory. http://www.gamasutra.com/blogs/BobWhitaker/20141013/227616/Video_Demons_Witches_and_Bipedal_Goats__Cultural_History_in_Diablo_III.php Mon, 13 Oct 2014 02:11:00 EDT Call for Participation: The Game Outcomes Project needs your help! - by Paul Tozour http://www.gamasutra.com/blogs/PaulTozour/20141013/226638/Call_for_Participation_The_Game_Outcomes_Project_needs_your_help.php Business/Marketing,Production A first-of-its-kind study to statistically evaluate game dev efforts across hundreds of game teams and generate insights about how teamwork, culture, leadership, and production practices contribute to team effectiveness and project success or failure. http://www.gamasutra.com/blogs/PaulTozour/20141013/226638/Call_for_Participation_The_Game_Outcomes_Project_needs_your_help.php Mon, 13 Oct 2014 01:46:00 EDT Zen Game Development: How process over product keeps motivation alive - by Gabriel Cornish http://www.gamasutra.com/blogs/GabrielCornish/20141017/227978/Zen_Game_Development_How_process_over_product_keeps_motivation_alive.php Production,Console/PC,Indie Keeping motivation alive long enough to see your game projected completed is challenging. I talk about some practical tips on how to keep motivation alive without wearing yourself out. http://www.gamasutra.com/blogs/GabrielCornish/20141017/227978/Zen_Game_Development_How_process_over_product_keeps_motivation_alive.php Fri, 17 Oct 2014 12:17:00 EDT Steam's Workshop and the Power of Consumer Creativity - by Ulyana Chernyak http://www.gamasutra.com/blogs/UlyanaChernyak/20141017/228004/Steams_Workshop_and_the_Power_of_Consumer_Creativity.php Business/Marketing,Design,Production,Console/PC,Indie,Social/Online Today's post takes a closer look at why the Steam Workshop is a big deal for both developers and consumers and how they can both profit from it. http://www.gamasutra.com/blogs/UlyanaChernyak/20141017/228004/Steams_Workshop_and_the_Power_of_Consumer_Creativity.php Fri, 17 Oct 2014 12:17:00 EDT Infinitesimal Offset Meshes - by Thomas Young http://www.gamasutra.com/blogs/ThomasYoung/20141017/228040/Infinitesimal_Offset_Meshes.php Programming A technique we use in PathEngine with offset mesh vertices to eliminate a bunch of special case conditions, such as vertex crossings and exactly on edge points, and simplify our mesh based geometry. http://www.gamasutra.com/blogs/ThomasYoung/20141017/228040/Infinitesimal_Offset_Meshes.php Fri, 17 Oct 2014 12:17:00 EDT The game world is violent, I must be careful who to trust - by Wai Yen Tang http://www.gamasutra.com/blogs/WaiYenTang/20141017/228046/The_game_world_is_violent_I_must_be_careful_who_to_trust.php Console/PC,Social/Online Two studies investigate the psychological processes underlying short- and long-term effects of video game violence on interpersonal trust. http://www.gamasutra.com/blogs/WaiYenTang/20141017/228046/The_game_world_is_violent_I_must_be_careful_who_to_trust.php Fri, 17 Oct 2014 12:17:00 EDT Reality Check: Game Design and Empathy - by Mark Venturelli http://www.gamasutra.com/blogs/MarkVenturelli/20141017/228048/Reality_Check_Game_Design_and_Empathy.php Business/Marketing,Design,Production,Console/PC,Indie Empathy is the most important game design skill you could ever develop. http://www.gamasutra.com/blogs/MarkVenturelli/20141017/228048/Reality_Check_Game_Design_and_Empathy.php Fri, 17 Oct 2014 12:17:00 EDT A Farewell Letter to GamerGate - by James Beech http://www.gamasutra.com/blogs/JamesBeech/20141016/227866/A_Farewell_Letter_to_GamerGate.php Art,Serious,Indie A veteran game developer weighs in on the life, and apparent death, of GamerGate http://www.gamasutra.com/blogs/JamesBeech/20141016/227866/A_Farewell_Letter_to_GamerGate.php Thu, 16 Oct 2014 06:57:00 EDT The Role of Luck: Why RNG isn't the answer - by Elyot Grant http://www.gamasutra.com/blogs/ElyotGrant/20141016/227436/The_Role_of_Luck_Why_RNG_isnt_the_answer.php Design,Console/PC,Serious,Indie Hearthstone's design team told us we'd be crazy to make a game without luck. But here's the secret to why games without luck are actually more addictive, and players are far better off without it (contrary to what most AAA studios would have you believe). http://www.gamasutra.com/blogs/ElyotGrant/20141016/227436/The_Role_of_Luck_Why_RNG_isnt_the_answer.php Thu, 16 Oct 2014 02:09:00 EDT Screencheat Beta Post Mortem - Why we chose a free beta instead of Early Access and how that worked out for us - by Chris Wright http://www.gamasutra.com/blogs/ChrisWright/20141016/227685/Screencheat_Beta_Post_Mortem__Why_we_chose_a_free_beta_instead_of_Early_Access_and_how_that_worked_out_for_us.php Business/Marketing,Console/PC,Indie Why we chose a free beta instead of chasing Early Access dollars http://www.gamasutra.com/blogs/ChrisWright/20141016/227685/Screencheat_Beta_Post_Mortem__Why_we_chose_a_free_beta_instead_of_Early_Access_and_how_that_worked_out_for_us.php Thu, 16 Oct 2014 01:32:00 EDT What We Can Learn From Teens Making Games - by Tom Swanson http://www.gamasutra.com/blogs/TomSwanson/20141016/227847/What_We_Can_Learn_From_Teens_Making_Games.php Audio,Design,Programming,Production,Art,Console/PC During summer of 2014, foundry10 had 4 high school age interns pursue their goal of making a video game. With a focus on minimal structure, the program offered insight into how game creation impacts learning and how it can be used as a tool for students. http://www.gamasutra.com/blogs/TomSwanson/20141016/227847/What_We_Can_Learn_From_Teens_Making_Games.php Thu, 16 Oct 2014 01:32:00 EDT Game Categorization: Randomness - by Jesse Karoubas http://www.gamasutra.com/blogs/JesseKaroubas/20141016/227856/Game_Categorization_Randomness.php Design Randomness is a major part of many games, whether board games, computer/video games, or many others. In my studies, I have distilled four general categories for randomness found in games, illustrated using dice, cards, rock-paper-sissors, and tic-tac-toe. http://www.gamasutra.com/blogs/JesseKaroubas/20141016/227856/Game_Categorization_Randomness.php Thu, 16 Oct 2014 01:32:00 EDT