Gamasutra.com - All Blogs http://www.gamasutra.com/blogs/ Gamasutra Blogs Fri, 06 Mar 2015 11:04:09 EST en-us scarless@think-services.com (Simon Carless) Git for Unity Developers - by Alistair Doulin http://www.gamasutra.com/blogs/AlistairDoulin/20150304/237814/Git_for_Unity_Developers.php Programming,Console/PC,Indie,Smartphone/Tablet This tutorial takes you through the steps to start using Git with Unity. http://www.gamasutra.com/blogs/AlistairDoulin/20150304/237814/Git_for_Unity_Developers.php Wed, 04 Mar 2015 06:27:00 EST User Acquisition and Attribution: The Basics (Part 1) - by Dmitri Williams http://www.gamasutra.com/blogs/DmitriWilliams/20150304/237833/User_Acquisition_and_Attribution_The_Basics_Part_1.php Business/Marketing,Console/PC,Smartphone/Tablet This article marks the beginning of a three-part series on user attribution http://www.gamasutra.com/blogs/DmitriWilliams/20150304/237833/User_Acquisition_and_Attribution_The_Basics_Part_1.php Wed, 04 Mar 2015 06:27:00 EST 2D art team: How to manage level background assets - by Junxue Li http://www.gamasutra.com/blogs/JunxueLi/20150304/237966/2D_art_team_How_to_manage_level_background_assets.php Design,Art,Console/PC,Social/Online,Smartphone/Tablet This article is for background art production of 2D games. It deals with 2D & 3D assets management. It would help you save troubles when you need to edit, and reuse the graphics. http://www.gamasutra.com/blogs/JunxueLi/20150304/237966/2D_art_team_How_to_manage_level_background_assets.php Wed, 04 Mar 2015 06:27:00 EST Breaking In: Part 1 - by Harrison Pink http://www.gamasutra.com/blogs/HarrisonPink/20150303/237815/Breaking_In_Part_1.php Design,Console/PC In Part One of a two part series on getting into the game industry, I describe my own personal path into games, as well as clear up some common misconceptions about being a professional game designer. Part Two will arrive next week. http://www.gamasutra.com/blogs/HarrisonPink/20150303/237815/Breaking_In_Part_1.php Tue, 03 Mar 2015 02:09:00 EST Man In The Moonbase (Part 2) : The Death and Life of the Best Game You Never Played - by Darby McDevitt http://www.gamasutra.com/blogs/DarbyMcDevitt/20150302/235996/Man_In_The_Moonbase_Part_2__The_Death_and_Life_of_the_Best_Game_You_Never_Played.php Business/Marketing,Production,Console/PC In 2002, Humongous Entertainment was a company known and beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title you haven't heard of: "Moonbase Commander" - the best game you never played. http://www.gamasutra.com/blogs/DarbyMcDevitt/20150302/235996/Man_In_The_Moonbase_Part_2__The_Death_and_Life_of_the_Best_Game_You_Never_Played.php Mon, 02 Mar 2015 05:26:00 EST "But It's Not Historically Accurate!" - Diversity in Elsinore - by Katie Chironis http://www.gamasutra.com/blogs/KatieChironis/20150302/237689/quotBut_Its_Not_Historically_Accuratequot__Diversity_in_Elsinore.php Design,Indie When it comes to including more diversity within historical casts of characters, creators often fall behind the defense that "white casts are historically accurate." Here are some ways an indie team dismantled that myth. http://www.gamasutra.com/blogs/KatieChironis/20150302/237689/quotBut_Its_Not_Historically_Accuratequot__Diversity_in_Elsinore.php Mon, 02 Mar 2015 05:26:00 EST Redesigning Auro's Tutorial - by Keith Burgun http://www.gamasutra.com/blogs/KeithBurgun/20150302/237690/Redesigning_Auros_Tutorial.php Design,Indie,Smartphone/Tablet The launch version of Auro was received super-well, but we also got some complaints about how the game is hard to learn. Here's what we think we did wrong with our Tutorial, and here's what we plan on doing about it. http://www.gamasutra.com/blogs/KeithBurgun/20150302/237690/Redesigning_Auros_Tutorial.php Mon, 02 Mar 2015 05:26:00 EST Is the game to blame? Video game playing and anti-social behaviour - by Mark Griffiths http://www.gamasutra.com/blogs/MarkGriffiths/20150302/237700/Is_the_game_to_blame_Video_game_playing_and_antisocial_behaviour.php Design,Console/PC,Social/Online There are two opposing research camps in the field of gaming studies. There are those who believe there is a causal link between the effects of playing video games and subsequent behaviours and those that don't. But what does the science say? http://www.gamasutra.com/blogs/MarkGriffiths/20150302/237700/Is_the_game_to_blame_Video_game_playing_and_antisocial_behaviour.php Mon, 02 Mar 2015 05:26:00 EST You don't always have to commit. - by Randy OConnor http://www.gamasutra.com/blogs/RandyOConnor/20150302/237703/You_dont_always_have_to_commit.php Design,Indie Musing on shades of grey, Randy talks about the importance of "maybe". http://www.gamasutra.com/blogs/RandyOConnor/20150302/237703/You_dont_always_have_to_commit.php Mon, 02 Mar 2015 05:26:00 EST Games, play, toys and gamification - by Andrzej Marczewski http://www.gamasutra.com/blogs/AndrzejMarczewski/20150302/237777/Games_play_toys_and_gamification.php Design Games and play are two separate concepts in the same family. Here I offer my view on their differences. http://www.gamasutra.com/blogs/AndrzejMarczewski/20150302/237777/Games_play_toys_and_gamification.php Mon, 02 Mar 2015 05:26:00 EST 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 Production 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 Business/Marketing,Indie 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 Audio,Console/PC 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 Design,Indie 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 Business/Marketing,Indie 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 Audio,Design,Programming,Production,Art,Console/PC,Indie 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 Indie,Smartphone/Tablet 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 Design,Indie,Smartphone/Tablet 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 Programming,Console/PC 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