Gamasutra.com - All Blogs http://www.gamasutra.com/blogs/ Gamasutra Blogs Fri, 04 Sep 2015 08:27:04 EDT en-us scarless@think-services.com (Simon Carless) Shovel Knight: Plague of Shadows: Designing Mobility Tricks - by David D'Angelo http://www.gamasutra.com/blogs/DavidDAngelo/20150903/252952/Shovel_Knight_Plague_of_Shadows_Designing_Mobility_Tricks.php Design,Console/PC Part 2 of designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion. This article focuses on tips and tricks! http://www.gamasutra.com/blogs/DavidDAngelo/20150903/252952/Shovel_Knight_Plague_of_Shadows_Designing_Mobility_Tricks.php Thu, 03 Sep 2015 07:15:00 EDT Enemy Attacks and Telegraphing - by Mike Stout http://www.gamasutra.com/blogs/MikeStout/20150902/252736/Enemy_Attacks_and_Telegraphing.php Design,Console/PC Best practices for letting the player know what questions your enemies are asking. http://www.gamasutra.com/blogs/MikeStout/20150902/252736/Enemy_Attacks_and_Telegraphing.php Wed, 02 Sep 2015 01:17:00 EDT We Should Patch Our Games - by Keith Burgun http://www.gamasutra.com/blogs/KeithBurgun/20150902/252761/We_Should_Patch_Our_Games.php Design,Production,Console/PC,Indie,Smartphone/Tablet In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative. http://www.gamasutra.com/blogs/KeithBurgun/20150902/252761/We_Should_Patch_Our_Games.php Wed, 02 Sep 2015 01:17:00 EDT Music Has The Right to Children - by Paul Kilduff-Taylor http://www.gamasutra.com/blogs/PaulKilduffTaylor/20150902/252814/Music_Has_The_Right_to_Children.php Audio,Design I discuss some thoughts on music and what game design might be able to learn from it. http://www.gamasutra.com/blogs/PaulKilduffTaylor/20150902/252814/Music_Has_The_Right_to_Children.php Wed, 02 Sep 2015 01:17:00 EDT My Guiding Art Principles - Retrospective on work from Far Cry 4 & Splinter Cell: Blacklist - by Jobye Karmaker http://www.gamasutra.com/blogs/JobyeKarmaker/20150901/252663/My_Guiding_Art_Principles__Retrospective_on_work_from_Far_Cry_4__Splinter_Cell_Blacklist.php Design,Production,Art,Console/PC Through the development of Splinter Cell: Blacklist & Far Cry 4, I realized I've developed some personal Guiding Art Principles that inform my day to day decision-making whether I'm tackling props or full environments. Thought it'd be worth sharing! http://www.gamasutra.com/blogs/JobyeKarmaker/20150901/252663/My_Guiding_Art_Principles__Retrospective_on_work_from_Far_Cry_4__Splinter_Cell_Blacklist.php Tue, 01 Sep 2015 01:35:00 EDT How a shark attack defined product positioning - by Aidan Minter http://www.gamasutra.com/blogs/AidanMinter/20150901/252676/How_a_shark_attack_defined_product_positioning.php Business/Marketing,Design,Production,Console/PC,Indie,Smartphone/Tablet Product Positioning is one of the most important aspects of games marketing to a prospective audience, here this blog post looks at the importance of positioning in a busy marketplace and defining your products feature strengths against competitors. http://www.gamasutra.com/blogs/AidanMinter/20150901/252676/How_a_shark_attack_defined_product_positioning.php Tue, 01 Sep 2015 01:35:00 EDT This We Believe - a design tool for creating different games - by Alex Fleetwood http://www.gamasutra.com/blogs/AlexFleetwood/20150901/252721/This_We_Believe__a_design_tool_for_creating_different_games.php Design,Production,Indie It's increasingly important to create games that stand out with original mechanics and features. Designer and studio director Alex Fleetwood describes "This We Believe" - a design tool that he's used for the last five years to do just that. http://www.gamasutra.com/blogs/AlexFleetwood/20150901/252721/This_We_Believe__a_design_tool_for_creating_different_games.php Tue, 01 Sep 2015 01:35:00 EDT Walking in Someone Else's Shoes - by Warren Spector http://www.gamasutra.com/blogs/WarrenSpector/20150831/252548/Walking_in_Someone_Elses_Shoes.php Design,Console/PC A recent David Brooks column in The New York Times dealt with the unknowability of the consequences of choices. Clearly Brooks didn't know there's a medium out there (games, obviously) that let's you make choices and experience consequences for yourself. http://www.gamasutra.com/blogs/WarrenSpector/20150831/252548/Walking_in_Someone_Elses_Shoes.php Mon, 31 Aug 2015 01:07:00 EDT Ninjas Are Helping Me Do My Job - by Geoff Ellenor http://www.gamasutra.com/blogs/GeoffEllenor/20150831/252560/Ninjas_Are_Helping_Me_Do_My_Job.php Design,Console/PC Time management vs AAA level design problems, and why Ninjas might be my solution. http://www.gamasutra.com/blogs/GeoffEllenor/20150831/252560/Ninjas_Are_Helping_Me_Do_My_Job.php Mon, 31 Aug 2015 01:07:00 EDT GameStop's precipitous new software decline - by Matt Matthews http://www.gamasutra.com/blogs/MattMatthews/20150831/252578/GameStops_precipitous_new_software_decline.php Business/Marketing,Console/PC Let me tell you about the hidden 34 percent decline in GameStop's new software business, how it's affecting used software sales, and how the company will survive nonetheless. http://www.gamasutra.com/blogs/MattMatthews/20150831/252578/GameStops_precipitous_new_software_decline.php Mon, 31 Aug 2015 01:07:00 EDT USING PEOPLE'S NAMES AND LIKENESSES IN VIDEO GAMES - by Tony Basich http://www.gamasutra.com/blogs/TonyBasich/20150903/252951/USING_PEOPLES_NAMES_AND_LIKENESSES_IN_VIDEO_GAMES.php Business/Marketing,Programming,Production USING PEOPLE’S NAMES AND LIKENESSES IN VIDEO GAMES: WHAT EVERY GAME DEVELOPER SHOULD KNOW http://www.gamasutra.com/blogs/TonyBasich/20150903/252951/USING_PEOPLES_NAMES_AND_LIKENESSES_IN_VIDEO_GAMES.php Thu, 03 Sep 2015 07:15:00 EDT Postpartum of an Early Access Launch - by Simon Prefontaine http://www.gamasutra.com/blogs/SimonPrefontaine/20150903/252836/Postpartum_of_an_Early_Access_Launch.php Business/Marketing,Indie Our game "Cashtronauts" launched on Steam Early Access last month. The reception has been positive, but sales are off to a sluggish start. Here we share stats and look at what went wrong, what went right, and what we can improve. http://www.gamasutra.com/blogs/SimonPrefontaine/20150903/252836/Postpartum_of_an_Early_Access_Launch.php Thu, 03 Sep 2015 02:05:00 EDT Procedural Dungeon Generation Algorithm - by A Adonaac http://www.gamasutra.com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php Programming,Console/PC,Indie This post explains a technique for generating randomized dungeons that was first described by the developer of Tiny Keep. I'll go over it in a little more detail than the steps in the original post. http://www.gamasutra.com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php Thu, 03 Sep 2015 02:05:00 EDT Interview with QuizWitz designer Katia - by Ken De Pooter http://www.gamasutra.com/blogs/KenDePooter/20150903/252720/Interview_with_QuizWitz_designer_Katia.php Business/Marketing,Design,Programming,Indie CatLab Interactive designer Katia designed the QuizWitz community network and created both the website for the game and the studio. We felt it would be interesting to shed a light on her work and interests. http://www.gamasutra.com/blogs/KenDePooter/20150903/252720/Interview_with_QuizWitz_designer_Katia.php Thu, 03 Sep 2015 01:12:00 EDT Dragon Quest III's fake ending is something all writers could learn from - by Matthew Codd http://www.gamasutra.com/blogs/MatthewCodd/20150903/252850/Dragon_Quest_IIIs_fake_ending_is_something_all_writers_could_learn_from.php Design,Console/PC Fake endings are a dime a dozen in video games, but with the right execution, they can be powerful and effective. Despite its age, Dragon Quest III is a fine example of this, that all game designers and writers can learn from. http://www.gamasutra.com/blogs/MatthewCodd/20150903/252850/Dragon_Quest_IIIs_fake_ending_is_something_all_writers_could_learn_from.php Thu, 03 Sep 2015 01:12:00 EDT Starting up a game business: Working with Minimum Viable Products - by Juha Vainio http://www.gamasutra.com/blogs/JuhaVainio/20150903/252860/Starting_up_a_game_business_Working_with_Minimum_Viable_Products.php Design,Production,Indie,Social/Online,Smartphone/Tablet Epic Owl's CEO Juha Vainio writes about the meaning of Minimum Viable Products in mobile game production. http://www.gamasutra.com/blogs/JuhaVainio/20150903/252860/Starting_up_a_game_business_Working_with_Minimum_Viable_Products.php Thu, 03 Sep 2015 01:12:00 EDT Designing for Virality in an Era of Isolated Players: Scarcity - by quantum potato http://www.gamasutra.com/blogs/QuantumPotato/20150903/252865/Designing_for_Virality_in_an_Era_of_Isolated_Players_Scarcity.php Your audience of players observes a single gameboard. Winner stays. Game design thought experiment. http://www.gamasutra.com/blogs/QuantumPotato/20150903/252865/Designing_for_Virality_in_an_Era_of_Isolated_Players_Scarcity.php Thu, 03 Sep 2015 01:12:00 EDT How to calculate the lifetime value: the review of methods - by Vasiliy Sabirov http://www.gamasutra.com/blogs/VasiliySabirov/20150903/252866/How_to_calculate_the_lifetime_value_the_review_of_methods.php Business/Marketing,Social/Online,Smartphone/Tablet Devtodev lead analyst Vasiliy Sabirov describes all major methods of LTV calculation - from easiest and less exact, to the most complex and as accurate as a clock. http://www.gamasutra.com/blogs/VasiliySabirov/20150903/252866/How_to_calculate_the_lifetime_value_the_review_of_methods.php Thu, 03 Sep 2015 01:12:00 EDT Quad-buffered stereoscopic 3D with Unity3D - by Naëm Baron http://www.gamasutra.com/blogs/NamBaron/20150902/252357/Quadbuffered_stereoscopic_3D_with_Unity3D.php Programming,Console/PC This post will explain the steps I went through to enable stereoscopic 3D in Unity3D. Specifically, quad-buffer stereoscopic 3D (QBS3D) used to perform professional grade 3D effects. This journey starts in 2011 and conclude with the latest release 5.1.3. http://www.gamasutra.com/blogs/NamBaron/20150902/252357/Quadbuffered_stereoscopic_3D_with_Unity3D.php Wed, 02 Sep 2015 01:17:00 EDT Linux game development in 2015 - by Yanick Bourbeau http://www.gamasutra.com/blogs/YanickBourbeau/20150902/252624/Linux_game_development_in_2015.php Audio,Programming,Production,Art,Indie There are so many articles about how to do games using Windows with engines such as Unity and flipping art from assets stores. But really there are not many articles about alternative development processes such as building under Linux. http://www.gamasutra.com/blogs/YanickBourbeau/20150902/252624/Linux_game_development_in_2015.php Wed, 02 Sep 2015 01:17:00 EDT