Gamasutra.com - All Blogs http://www.gamasutra.com/blogs/ Gamasutra Blogs Wed, 23 Apr 2014 11:36:10 EDT en-us scarless@think-services.com (Simon Carless) The Power of Showing Your Work - by Michael Fitch http://www.gamasutra.com/blogs/MichaelFitch/20140422/216001/The_Power_of_Showing_Your_Work.php Design,Production,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet One simple tool can make your work life better. http://www.gamasutra.com/blogs/MichaelFitch/20140422/216001/The_Power_of_Showing_Your_Work.php Tue, 22 Apr 2014 06:30:00 EDT PR monitoring - March 2014 - by Thomas Bidaux http://www.gamasutra.com/blogs/ThomasBidaux/20140422/215967/PR_monitoring__March_2014.php Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet A review of the month of March in regards to the media coverage of video games and video game platforms. http://www.gamasutra.com/blogs/ThomasBidaux/20140422/215967/PR_monitoring__March_2014.php Tue, 22 Apr 2014 01:11:00 EDT iOS vs. Google Play Sales, Early 2014 Edition - by Luke Schneider http://www.gamasutra.com/blogs/LukeSchneider/20140422/215919/iOS_vs_Google_Play_Sales_Early_2014_Edition.php Business/Marketing,Indie,Smartphone/Tablet A look back at how iOS and Google Play (and Amazon) sales have done for Radiangames recently and in the past year, and why I'm returning to releasing lots of small games quickly. http://www.gamasutra.com/blogs/LukeSchneider/20140422/215919/iOS_vs_Google_Play_Sales_Early_2014_Edition.php Tue, 22 Apr 2014 09:47:00 EDT Designing "The Mating Game" in Hero Generations - by Scott Brodie http://www.gamasutra.com/blogs/ScottBrodie/20140422/215947/Designing_quotThe_Mating_Gamequot_in_Hero_Generations.php Design,Console/PC,Indie The most unique aspect of Hero Generations is the concept of finding a mate, settling down, and having a child. This article details how the system works, some of the design challenges I ran into, and how I expect the system to change over development. http://www.gamasutra.com/blogs/ScottBrodie/20140422/215947/Designing_quotThe_Mating_Gamequot_in_Hero_Generations.php Tue, 22 Apr 2014 09:24:00 EDT Gamification Design vs Game Design - by Andrzej Marczewski http://www.gamasutra.com/blogs/AndrzejMarczewski/20140422/215939/Gamification_Design_vs_Game_Design.php Design,Social/Online,Smartphone/Tablet It is no secret that I would love to get the games industry to become more involved in gamification and have spoken to many people in the industry about it. http://www.gamasutra.com/blogs/AndrzejMarczewski/20140422/215939/Gamification_Design_vs_Game_Design.php Tue, 22 Apr 2014 07:45:00 EDT A Game Concept - by Matt Powers http://www.gamasutra.com/blogs/MattPowers/20140421/214272/A_Game_Concept.php Business/Marketing,Design,Programming,Production,Art,Console/PC,Serious,Indie,Social/Online,Smartphone/Tablet Creating a game concept is one of the very first steps in video game production. In this article Matt Powers presents a game concept he developed and asks the community to provide feedback. http://www.gamasutra.com/blogs/MattPowers/20140421/214272/A_Game_Concept.php Mon, 21 Apr 2014 11:46:00 EDT 25 Years of GAME BOY - by Brian Davis http://www.gamasutra.com/blogs/BrianDavis/20140421/215891/25_Years_of_GAME_BOY.php Console/PC The GAME BOY was released on April 21, 1989 in Japan. This low-spec portable video game console changed the way we played video games and expanded the audience. To celebrate, let's share our GAME BOY origin stories. Happy 25th Anniversary, old friend. http://www.gamasutra.com/blogs/BrianDavis/20140421/215891/25_Years_of_GAME_BOY.php Mon, 21 Apr 2014 03:42:00 EDT Alan Zucconi's "3 degrees of freedom" custom controller for 0RBITALIS - by John Polson http://www.gamasutra.com/blogs/JohnPolson/20140421/215889/Alan_Zucconis_quot3_degrees_of_freedomquot_custom_controller_for_0RBITALIS.php Design,Production,Console/PC,Indie,Advanced Input and Output Italian indie Alan Zucconi says making his unique controller to demo 0RBITALIS was a way to help him stand out from an increasing crowd of games. http://www.gamasutra.com/blogs/JohnPolson/20140421/215889/Alan_Zucconis_quot3_degrees_of_freedomquot_custom_controller_for_0RBITALIS.php Mon, 21 Apr 2014 02:00:00 EDT Electronic Music for Fun, Games and Profit: A Complete Beginner's Guide - by Paul Taylor http://www.gamasutra.com/blogs/PaulTaylor/20140421/215873/Electronic_Music_for_Fun_Games_and_Profit_A_Complete_Beginners_Guide.php Indie game composer nervous_testpilot (aka co-owner of Mode 7 Paul Taylor) offers a wide-ranging beginner's guide to electronic music as well as delving into his own kit-list and working methods http://www.gamasutra.com/blogs/PaulTaylor/20140421/215873/Electronic_Music_for_Fun_Games_and_Profit_A_Complete_Beginners_Guide.php Mon, 21 Apr 2014 06:30:00 EDT Automatic avoidance for player characters on an indie budget - by Mike Bithell http://www.gamasutra.com/blogs/MikeBithell/20140420/215842/Automatic_avoidance_for_player_characters_on_an_indie_budget.php Design,Programming,Indie A simple, easy to understand and implement solution for avoiding getting stuck on walls. Inspired by a genius, practiced on a walk to the shop, and now, here for you. http://www.gamasutra.com/blogs/MikeBithell/20140420/215842/Automatic_avoidance_for_player_characters_on_an_indie_budget.php Sun, 20 Apr 2014 05:19:00 EDT Dynamics vs. Mechanics: A Pre-Analysis of Watch Dogs - by Bart Stewart http://www.gamasutra.com/blogs/BartStewart/20140423/216090/Dynamics_vs_Mechanics_A_PreAnalysis_of_Watch_Dogs.php Design,Console/PC A month before its release, Watch Dogs is being described as having a highly dynamic world conducive to thoughtful exploration, but also as having simplified mechanics better suited to exciting action. Which impression is more accurate? Both? Neither? http://www.gamasutra.com/blogs/BartStewart/20140423/216090/Dynamics_vs_Mechanics_A_PreAnalysis_of_Watch_Dogs.php Wed, 23 Apr 2014 08:33:00 EDT We Ask Indies: Chris Suffern, creator of Super Mutant Alien Assault! - by Nico Saraintaris http://www.gamasutra.com/blogs/NicoSaraintaris/20140423/216081/We_Ask_Indies_Chris_Suffern_creator_of_Super_Mutant_Alien_Assault.php Design,Production,Console/PC,Indie Chris Suffern is a game dev from Sydney. In this Q&A he talks about starting a game dev career at 29, jams, co-op games, favourite devs and Bond, James Bond! http://www.gamasutra.com/blogs/NicoSaraintaris/20140423/216081/We_Ask_Indies_Chris_Suffern_creator_of_Super_Mutant_Alien_Assault.php Wed, 23 Apr 2014 05:11:00 EDT Blizzard's Hearthstone - The Special Treatment - by Mikkel Faurholm http://www.gamasutra.com/blogs/MikkelFaurholm/20140423/215998/Blizzards_Hearthstone__The_Special_Treatment.php Business/Marketing,Design,Social/Online,Smartphone/Tablet Hearthstone has had a remarkable first week on the App Store with a position in the top 10 grossing in the U.S. the last two days - but should apple give them special treatment in trying to promote the app? Well, they did. http://www.gamasutra.com/blogs/MikkelFaurholm/20140423/215998/Blizzards_Hearthstone__The_Special_Treatment.php Wed, 23 Apr 2014 11:12:00 EDT Student Guide to Game Audio: Continuation... - by Dustin Crenna http://www.gamasutra.com/blogs/DustinCrenna/20140423/216048/Student_Guide_to_Game_Audio_Continuation.php Audio This is the starting blog to a series I've called 'A Student Guide to Game Audio' which you can follow up on at http://www.dustincrenna.com http://www.gamasutra.com/blogs/DustinCrenna/20140423/216048/Student_Guide_to_Game_Audio_Continuation.php Wed, 23 Apr 2014 09:52:00 EDT An interview with a twelve-year-old game developer and author - by Irina Bratchikova http://www.gamasutra.com/blogs/IrinaBratchikova/20140423/216038/An_interview_with_a_twelveyearold_game_developer_and_author.php Programming,Production Vadim developed a game called Robots Inc. with unusual voice controls (to make the robot fly, you have to make buzzing sounds; and to set off the bomb planted at the end of the game, you have to say “Bang!”). It isn’t often you meet twelve-year-old mobile http://www.gamasutra.com/blogs/IrinaBratchikova/20140423/216038/An_interview_with_a_twelveyearold_game_developer_and_author.php Wed, 23 Apr 2014 08:15:00 EDT Build a Bad Guy Workshop - Designing enemies for retro games - by Garret Bright http://www.gamasutra.com/blogs/GarretBright/20140422/215978/Build_a_Bad_Guy_Workshop__Designing_enemies_for_retro_games.php Design,Console/PC,Indie While solid level design can make or break a game, so does solid enemy design. Mix and match attributes from this list to help craft interesting enemies. http://www.gamasutra.com/blogs/GarretBright/20140422/215978/Build_a_Bad_Guy_Workshop__Designing_enemies_for_retro_games.php Tue, 22 Apr 2014 03:22:00 EDT Ambiguity in Videogame Storytelling, Part I - by Brandon Perton http://www.gamasutra.com/blogs/BrandonPerton/20140422/215746/Ambiguity_in_Videogame_Storytelling_Part_I.php Design,Console/PC Ambiguity is where the story leaves the player unsure about something—what has happened, what will happen after the story ends, what a character thinks or feels, whether something is true or false, etc. http://www.gamasutra.com/blogs/BrandonPerton/20140422/215746/Ambiguity_in_Videogame_Storytelling_Part_I.php Tue, 22 Apr 2014 03:15:00 EDT Country for Old Men (and Women) - by Luis Matos http://www.gamasutra.com/blogs/LuisMatos/20140422/215975/Country_for_Old_Men_and_Women.php Programming,Art,Serious This week I was quite surprised at the latest news about Oculs Rift. I guess you will never know how people use their technology and how far they can go with it, in ways that are unsee even to the creators of such technology. And it makes you wonder about http://www.gamasutra.com/blogs/LuisMatos/20140422/215975/Country_for_Old_Men_and_Women.php Tue, 22 Apr 2014 02:58:00 EDT Why Minesweeper Sucks & How We Hope To Fix It - by Jeremiah Alexander http://www.gamasutra.com/blogs/JeremiahAlexander/20140422/215788/Why_Minesweeper_Sucks__How_We_Hope_To_Fix_It.php Design,Production,Indie,Smartphone/Tablet Minesweeper is a classic! Most people would agree with this statement... most! For some people however, Minesweeper simply sucks! Our soon to be released game, Grave Matters, is based on Minesweeper and this is how we are trying to make it better. http://www.gamasutra.com/blogs/JeremiahAlexander/20140422/215788/Why_Minesweeper_Sucks__How_We_Hope_To_Fix_It.php Tue, 22 Apr 2014 02:35:00 EDT 6DOF editing tool - by Yuri Kravchik http://www.gamasutra.com/blogs/YuriKravchik/20140422/215922/6DOF_editing_tool.php Experimental, 6DOF inputting system, extremely useful for geometry editing. http://www.gamasutra.com/blogs/YuriKravchik/20140422/215922/6DOF_editing_tool.php Tue, 22 Apr 2014 07:38:00 EDT