Gamasutra.com - All Blogs http://www.gamasutra.com/blogs/ Gamasutra Blogs Tue, 07 Jul 2015 11:43:45 EDT en-us scarless@think-services.com (Simon Carless) What Really Happened to Tale of Tales' Sunset - by Adrian Chmielarz http://www.gamasutra.com/blogs/AdrianChmielarz/20150706/247810/What_Really_Happened_to_Tale_of_Tales_Sunset.php Business/Marketing,Design,Console/PC,Indie Sunset was their final game, and Tale of Tales is no more. But what really happened? http://www.gamasutra.com/blogs/AdrianChmielarz/20150706/247810/What_Really_Happened_to_Tale_of_Tales_Sunset.php Mon, 06 Jul 2015 01:34:00 EDT The full monty: Orangepixel 10 years of Indie stats - by Pascal Bestebroer http://www.gamasutra.com/blogs/PascalBestebroer/20150706/247817/The_full_monty_Orangepixel_10_years_of_Indie_stats.php Business/Marketing,Indie The revenue stats of a ten-year-indie developer, the failures, the wins, the changes and the road ahead. Not a millionaire, but making a handsome living from creating games http://www.gamasutra.com/blogs/PascalBestebroer/20150706/247817/The_full_monty_Orangepixel_10_years_of_Indie_stats.php Mon, 06 Jul 2015 01:34:00 EDT Our love for videogames - by Michael Samyn http://www.gamasutra.com/blogs/MichaelSamyn/20150706/247825/Our_love_for_videogames.php Business/Marketing,Design,Art,Console/PC,Indie,Social/Online,Smartphone/Tablet Tale of Tales has stopped making commercial videogames. But why did we start more than 12 years ago? What made videogames attractive as an artistic medium for us? What have we been trying to do all this time? And how is Sunset similar and different? http://www.gamasutra.com/blogs/MichaelSamyn/20150706/247825/Our_love_for_videogames.php Mon, 06 Jul 2015 01:34:00 EDT A modern asset pipeline: The pipeline - by Samuel Rantaeskola http://www.gamasutra.com/blogs/SamuelRantaeskola/20150706/247838/A_modern_asset_pipeline_The_pipeline.php Programming,Production,Art,Console/PC The last post in the series about a modern asset pipeline. In this post we lay out how a pipeline can be structured. http://www.gamasutra.com/blogs/SamuelRantaeskola/20150706/247838/A_modern_asset_pipeline_The_pipeline.php Mon, 06 Jul 2015 01:34:00 EDT Building a Global-Survival game - by John Krajewski http://www.gamasutra.com/blogs/JohnKrajewski/20150702/247592/Building_a_GlobalSurvival_game.php Design,Indie,Social/Online Our new project Eco puts a fragile world in the hands of a group of players, who must build a civilization without destroying it in the process. http://www.gamasutra.com/blogs/JohnKrajewski/20150702/247592/Building_a_GlobalSurvival_game.php Thu, 02 Jul 2015 06:17:00 EDT Production Fundamentals - by Richard Wood http://www.gamasutra.com/blogs/RichardWood/20150702/247634/Production_Fundamentals.php Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Throughout my time in production it's been the fundamentals that have kept me sane, improved my output or taken me off the wrong path onto the right one. In this post I share what I believe production fundamentals are. http://www.gamasutra.com/blogs/RichardWood/20150702/247634/Production_Fundamentals.php Thu, 02 Jul 2015 06:17:00 EDT Bubble Witch 2 Saga: The most beautiful 3D render maps - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20150701/247529/Bubble_Witch_2_Saga_The_most_beautiful_3D_render_maps.php Design,Production,Art,Social/Online,Smartphone/Tablet In this series of posts, I would evaluate the characteristics of maps of a few popular games: Bubble Witch Saga 2, Jelly Splash, etc, from the point view of an art producer. This is part 2. http://www.gamasutra.com/blogs/JunxueLi/20150701/247529/Bubble_Witch_2_Saga_The_most_beautiful_3D_render_maps.php Wed, 01 Jul 2015 01:29:00 EDT Games affecting people - by Raph Koster http://www.gamasutra.com/blogs/RaphKoster/20150630/247449/Games_affecting_people.php Business/Marketing,Design "They're just entertainment." "It's not our problem." "No, they don't." "Do you want games to be censored?" Lots of developers don't want to talk about if and how games affect people! But let's do it anyway. http://www.gamasutra.com/blogs/RaphKoster/20150630/247449/Games_affecting_people.php Tue, 30 Jun 2015 07:44:00 EDT 5 Rules to Break When Developing a Game -- Tips From Covet Fashion Publisher CrowdStar - by Jeffrey Tseng http://www.gamasutra.com/blogs/JeffreyTseng/20150630/247462/5_Rules_to_Break_When_Developing_a_Game__Tips_From_Covet_Fashion_Publisher_CrowdStar.php Design,Smartphone/Tablet After publishing more than 30 games aimed at the female audience, CrowdStar decided to "unlearn" everything they knew and redefine what a game could be. Here they share 5 'rules to break' when designing and publishing games. http://www.gamasutra.com/blogs/JeffreyTseng/20150630/247462/5_Rules_to_Break_When_Developing_a_Game__Tips_From_Covet_Fashion_Publisher_CrowdStar.php Tue, 30 Jun 2015 07:44:00 EDT @Play 82: IRDC US 2015 - by John Harris http://www.gamasutra.com/blogs/JohnHarris/20150630/247376/Play_82_IRDC_US_2015.php Design,Programming,Production,Art,Indie,Social/Online,Smartphone/Tablet On the talks of IRDC US 2015. http://www.gamasutra.com/blogs/JohnHarris/20150630/247376/Play_82_IRDC_US_2015.php Tue, 30 Jun 2015 01:28:00 EDT “Running Circles” Case Study – how it became a #1 game on GooglePlay - by Manuel Boca http://www.gamasutra.com/blogs/ManuelBoca/20150706/247808/Running_Circles_Case_Study__how_it_became_a_1_game_on_GooglePlay.php Business/Marketing We've seen games like this before: since the beginning of the Flappy Bird era, a lot of new developers started to build small, original casual games. The question is: what makes a game reach #1 while others only manage to get to Top 10 or Top 25? http://www.gamasutra.com/blogs/ManuelBoca/20150706/247808/Running_Circles_Case_Study__how_it_became_a_1_game_on_GooglePlay.php Mon, 06 Jul 2015 01:07:00 EDT Missing Translation, adventures in black and white - by Luis Diaz http://www.gamasutra.com/blogs/LuisDiaz/20150702/247551/Missing_Translation_adventures_in_black_and_white.php Business/Marketing,Production,Console/PC,Indie,Smartphone/Tablet Soooooo we made something called "Missing Translation". After 14 months of development it's finally out. We got quite a lot of exposition, passed greenlight, closed a deal with a publisher, won awards and even got our apk stolen. Wanna know our story? http://www.gamasutra.com/blogs/LuisDiaz/20150702/247551/Missing_Translation_adventures_in_black_and_white.php Thu, 02 Jul 2015 06:17:00 EDT Proved: Small Mobile Developer Must Have A Publisher - by Ivano Sporitus http://www.gamasutra.com/blogs/IvanoSporitus/20150702/247593/Proved_Small_Mobile_Developer_Must_Have_A_Publisher.php There is a secret of why Mobile Developer must have a Publisher http://www.gamasutra.com/blogs/IvanoSporitus/20150702/247593/Proved_Small_Mobile_Developer_Must_Have_A_Publisher.php Thu, 02 Jul 2015 06:17:00 EDT Next-Gen Cel Shading in Unity 5 - by David Leon http://www.gamasutra.com/blogs/DavidLeon/20150702/247602/NextGen_Cel_Shading_in_Unity_5.php Programming,Console/PC,Indie,Smartphone/Tablet With the arrival of Unity 5 we find that it’s never been so easy to get high quality visuals in our game, but we don’t always want realistic graphics for our project. In this article you will learn how to achieve a cel shading art style with Unity 5. http://www.gamasutra.com/blogs/DavidLeon/20150702/247602/NextGen_Cel_Shading_in_Unity_5.php Thu, 02 Jul 2015 06:17:00 EDT Three Quick Tests for a Game Story's "Interactivity" - by Alfe Clemencio http://www.gamasutra.com/blogs/AlfeClemencio/20150702/247670/Three_Quick_Tests_for_a_Game_Storys_quotInteractivityquot.php Design A wave of "Interactive Stories" in video games are hitting the market. But "how" is a game interactive? These 3 quick questions help you out. http://www.gamasutra.com/blogs/AlfeClemencio/20150702/247670/Three_Quick_Tests_for_a_Game_Storys_quotInteractivityquot.php Thu, 02 Jul 2015 06:17:00 EDT Examining Organic Tutorials - by Josh Bycer http://www.gamasutra.com/blogs/JoshBycer/20150702/247703/Examining_Organic_Tutorials.php Design,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Tutorials can be one of the trickiest elements to get right in a title, but today's post looks at a shortcut of combining learning with level design. http://www.gamasutra.com/blogs/JoshBycer/20150702/247703/Examining_Organic_Tutorials.php Thu, 02 Jul 2015 06:17:00 EDT Segmentation for Game Developers - by Mo Firouz http://www.gamasutra.com/blogs/MoFirouz/20150702/247615/Segmentation_for_Game_Developers.php Business/Marketing,Programming,Serious,Social/Online,Smartphone/Tablet Push notifications are a powerful resource to engage and reward gamers. Segmentation is key to ensuring the users you reach out to will be incentivized by your messages. Mix this with your gameplay mechanics as a hook to engage with your gamer audience. http://www.gamasutra.com/blogs/MoFirouz/20150702/247615/Segmentation_for_Game_Developers.php Thu, 02 Jul 2015 06:13:00 EDT Using Guinea Pig Games to Size up Apple’s New App Analytics - by Lysiane Charest http://www.gamasutra.com/blogs/LysianeCharest/20150702/247647/Using_Guinea_Pig_Games_to_Size_up_Apples_New_App_Analytics.php Business/Marketing,Indie,Smartphone/Tablet A few weeks ago, Apple announced the public release of its App Analytics. In this post, I explain why this new tool is a good news for indies. I also share some real data from some Execution Labs' mobile alumni teams. http://www.gamasutra.com/blogs/LysianeCharest/20150702/247647/Using_Guinea_Pig_Games_to_Size_up_Apples_New_App_Analytics.php Thu, 02 Jul 2015 06:13:00 EDT Down Time vs. Dead Time in Sequential Games - by Filip Wiltgren http://www.gamasutra.com/blogs/FilipWiltgren/20150701/247528/Down_Time_vs_Dead_Time_in_Sequential_Games.php Design When dealing with games where players have to wait for each other we can give them three types of down time: plan time, rest time and dead time. Making sure to avoid the last is the key to a pleasant game experience. http://www.gamasutra.com/blogs/FilipWiltgren/20150701/247528/Down_Time_vs_Dead_Time_in_Sequential_Games.php Wed, 01 Jul 2015 01:29:00 EDT Ffu - Aviation Disaster & The Last Words Of Videogames - by Rob Sherman http://www.gamasutra.com/blogs/RobSherman/20150701/247568/Ffu__Aviation_Disaster__The_Last_Words_Of_Videogames.php Design,Serious This was originally to be published somewhere else, and then the Germanwings disaster happened and it felt awful to do so. I now publish it here for your consideration. You can also find it on Medium and my blog, The Bonfog. http://www.gamasutra.com/blogs/RobSherman/20150701/247568/Ffu__Aviation_Disaster__The_Last_Words_Of_Videogames.php Wed, 01 Jul 2015 01:28:00 EDT