Gamasutra.com - All Blogs http://www.gamasutra.com/blogs/ Gamasutra Blogs Sun, 27 Oct 2013 04:34:12 EDT en-us scarless@think-services.com (Simon Carless) The Saturday Paper - Dream Design - by Michael Cook http://www.gamasutra.com/blogs/MichaelCook/20131026/203309/The_Saturday_Paper__Dream_Design.php Design,Programming This week: how procedural generators can be game mechanics. We look at Endless Web, an experimental game that lets procedural generation take center stage. http://www.gamasutra.com/blogs/MichaelCook/20131026/203309/The_Saturday_Paper__Dream_Design.php Sat, 26 Oct 2013 02:14:00 EDT Some Things that Inspire Me - by Robin Arnott http://www.gamasutra.com/blogs/RobinArnott/20131025/203264/Some_Things_that_Inspire_Me.php Art,Indie Non-game inspirations to SoundSelf and it's creator. http://www.gamasutra.com/blogs/RobinArnott/20131025/203264/Some_Things_that_Inspire_Me.php Fri, 25 Oct 2013 09:12:00 EDT Video Interview: How SpyParty plays around with human behavior - by Mike Rose http://www.gamasutra.com/blogs/MikeRose/20131025/203202/Video_Interview_How_SpyParty_plays_around_with_human_behavior.php Design,Console/PC,Indie In the latest Gamasutra video interview, editor Mike Rose discusses human behavior with SpyParty creator Chris Hecker, and how the subtle (and not so subtle) ways in which people interact with each other molded the game's design. http://www.gamasutra.com/blogs/MikeRose/20131025/203202/Video_Interview_How_SpyParty_plays_around_with_human_behavior.php Fri, 25 Oct 2013 08:57:00 EDT Mid-Core Success Part 1: Core Loops - by Michail Katkoff http://www.gamasutra.com/blogs/MichailKatkoff/20131024/203142/MidCore_Success_Part_1_Core_Loops.php Design,Smartphone/Tablet This write-up is about mid-core core loops, concentrating on not only the loop structure but also on what the loops aim to achieve, the cardinal sin of most mid-core titles and how to avoid it with proper core loop design, and the metagame. http://www.gamasutra.com/blogs/MichailKatkoff/20131024/203142/MidCore_Success_Part_1_Core_Loops.php Thu, 24 Oct 2013 05:11:00 EDT A chat with the team behind the 'For The Players Since 1995' PlayStation ad - by Mike Rose http://www.gamasutra.com/blogs/MikeRose/20131024/203092/A_chat_with_the_team_behind_the_For_The_Players_Since_1995_PlayStation_ad.php Business/Marketing,Design,Console/PC If you're a PlayStation fan, or even if you aren't, chances are you've laid eyes on the rather fantastic "For the Players Since 1995" video that Sony published earlier this week. http://www.gamasutra.com/blogs/MikeRose/20131024/203092/A_chat_with_the_team_behind_the_For_The_Players_Since_1995_PlayStation_ad.php Thu, 24 Oct 2013 09:40:00 EDT Game Thinking - Breaking down gamification and games - by Andrzej Marczewski http://www.gamasutra.com/blogs/AndrzejMarczewski/20131024/203054/Game_Thinking__Breaking_down_gamification_and_games.php Business/Marketing,Production,Serious Ever since I first started considering Game Thinking, I have been trying to come up with a way to break down all of the parts that make it up. The first attempt was my article about the differences between serious games and gamification. http://www.gamasutra.com/blogs/AndrzejMarczewski/20131024/203054/Game_Thinking__Breaking_down_gamification_and_games.php Thu, 24 Oct 2013 06:03:00 EDT Games2Gether: Expanding the Dev Team - by Romain De Waubert http://www.gamasutra.com/blogs/RomainDeWaubert/20131024/203048/Games2Gether_Expanding_the_Dev_Team.php Business/Marketing,Indie When we founded Amplitude Studios we wanted to do more than use the community for marketing; we were trying to find a way to bring them inside the development process. The result of that is our "G2G" initiative, described in this article. http://www.gamasutra.com/blogs/RomainDeWaubert/20131024/203048/Games2Gether_Expanding_the_Dev_Team.php Thu, 24 Oct 2013 05:37:00 EDT Why Secrets of Rætikon Launches on Indiegogo? Honesty! - by Martin Pichlmair http://www.gamasutra.com/blogs/MartinPichlmair/20131024/202720/Why_Secrets_of_Rtikon_Launches_on_Indiegogo_Honesty.php Business/Marketing,Production,Indie Despite the number of Kickstarter success stories out there we opted for a flexible funding campaign on Indiegogo to launch our newest game, Secrets of Rætikon. Here's why. http://www.gamasutra.com/blogs/MartinPichlmair/20131024/202720/Why_Secrets_of_Rtikon_Launches_on_Indiegogo_Honesty.php Thu, 24 Oct 2013 05:28:00 EDT Greenlight: A Litmus Test For Mainsteam Indies - by Ted Brown http://www.gamasutra.com/blogs/TedBrown/20131023/203026/Greenlight_A_Litmus_Test_For_Mainsteam_Indies.php Business/Marketing,Console/PC,Indie Can a "mainstream" indie game survive the Greenlight process? The creator of Chess Heroes has his doubts. http://www.gamasutra.com/blogs/TedBrown/20131023/203026/Greenlight_A_Litmus_Test_For_Mainsteam_Indies.php Wed, 23 Oct 2013 06:16:00 EDT Hosting a subversion server on an Amazon EC2 instance - by Jamie Fristrom http://www.gamasutra.com/blogs/JamieFristrom/20131023/203010/Hosting_a_subversion_server_on_an_Amazon_EC2_instance.php Programming,Production,Indie Hosting your source control server in Amazon's EC2 cloud is a really inexpensive way to go. Here are the steps. http://www.gamasutra.com/blogs/JamieFristrom/20131023/203010/Hosting_a_subversion_server_on_an_Amazon_EC2_instance.php Wed, 23 Oct 2013 05:29:00 EDT Making School Relevant - by Tony Yotes http://www.gamasutra.com/blogs/TonyYotes/20131027/203330/Making_School_Relevant.php Indie,Production,Design In order to care about schoolwork I need to relate everything I do to game development. If it can't be done, I believe I have grounds to argue with the professor responsible. Here's a little trick I'm using to stay focused (and awake) in class. http://www.gamasutra.com/blogs/TonyYotes/20131027/203330/Making_School_Relevant.php Sun, 27 Oct 2013 04:03:00 EDT Quote: Nintendo President on the Challenges of Being CEO - by Bryan Cashman http://www.gamasutra.com/blogs/BryanCashman/20131026/203312/Quote_Nintendo_President_on_the_Challenges_of_Being_CEO.php Console/PC,Business/Marketing Nintendo's Satoru Iwata: “If a CEO were to say, ‘It’s time for a revolution, so give me five years. Until then we’ll be in the red,’ he’d be fired." http://www.gamasutra.com/blogs/BryanCashman/20131026/203312/Quote_Nintendo_President_on_the_Challenges_of_Being_CEO.php Sat, 26 Oct 2013 03:35:00 EDT How we lived together for 3 years while making FORCED. - by Steffen Kabbelgaard http://www.gamasutra.com/blogs/SteffenKabbelgaard/20131026/203307/How_we_lived_together_for_3_years_while_making_FORCED.php Indie,Social/Online,Console/PC,Business/Marketing,Production How we lived together for 3 years while making FORCED. This image went viral and saved our launch - it's on imgur.com's top scoring image of all time. http://www.gamasutra.com/blogs/SteffenKabbelgaard/20131026/203307/How_we_lived_together_for_3_years_while_making_FORCED.php Sat, 26 Oct 2013 12:02:00 EDT From Paradroid to Pinball Dreams - what our Kickstarter means to me - by Robert Hewson http://www.gamasutra.com/blogs/RobertHewson/20131026/203298/From_Paradroid_to_Pinball_Dreams__what_our_Kickstarter_means_to_me.php Social/Online,Indie,Design,Business/Marketing Running a Kickstarter campaign is an emotional experience. For me it's an opportunity to work with my dad on something which encapsulates the sense of privilege, pride and gratitude I feel having grown up with the UK games industry. http://www.gamasutra.com/blogs/RobertHewson/20131026/203298/From_Paradroid_to_Pinball_Dreams__what_our_Kickstarter_means_to_me.php Sat, 26 Oct 2013 09:08:00 EDT Emergence of the "Software Artist" - by Joseph Kim http://www.gamasutra.com/blogs/JosephKim/20131025/203263/Emergence_of_the_quotSoftware_Artistquot.php Smartphone/Tablet,Business/Marketing Small independent developers have very little chance for success in the current mobile gaming market. Currently, mobile game publishers are not structured to help enable indie "artists" to achieve success. What is needed is more fundamental change! http://www.gamasutra.com/blogs/JosephKim/20131025/203263/Emergence_of_the_quotSoftware_Artistquot.php Fri, 25 Oct 2013 08:51:00 EDT Postmortem: Little Red Running Hood - by Roger Paffrath http://www.gamasutra.com/blogs/RogerPaffrath/20131025/202433/Postmortem_Little_Red_Running_Hood.php Production,Business/Marketing,Smartphone/Tablet,Indie I learned a lot after almost two years working on an iOS game to start my career on the video game industry. Most of it is about what not to do. This is a personal post on the lessons learned and some of the pitfalls begginers should avoid. http://www.gamasutra.com/blogs/RogerPaffrath/20131025/202433/Postmortem_Little_Red_Running_Hood.php Fri, 25 Oct 2013 02:39:00 EDT Growing up with Pokémon - by Tom Battey http://www.gamasutra.com/blogs/TomBattey/20131025/203245/Growing_up_with_Pokmon.php Social/Online A heartwarming story about childhood memories, Pokémon, and how the internet has changed how we're growing up. http://www.gamasutra.com/blogs/TomBattey/20131025/203245/Growing_up_with_Pokmon.php Fri, 25 Oct 2013 01:23:00 EDT Give a hand, eat an arm? – Negotiating the control over vision and production with your players. - by Jedrzej Czarnota http://www.gamasutra.com/blogs/JedrzejCzarnota/20131025/203226/Give_a_hand_eat_an_arm__Negotiating_the_control_over_vision_and_production_with_your_players.php Console/PC,Social/Online,Business/Marketing,Production Jedrzej discusses how current model of game development is influenced by increasing presence of players. The ways for studios to retain control over their vision under the barrage of players' inputs are explored. http://www.gamasutra.com/blogs/JedrzejCzarnota/20131025/203226/Give_a_hand_eat_an_arm__Negotiating_the_control_over_vision_and_production_with_your_players.php Fri, 25 Oct 2013 10:29:00 EDT What is a gamer? - by Eric Salmon http://www.gamasutra.com/blogs/EricSalmon/20131025/203164/What_is_a_gamer.php What's in a name? What's in a gamer? This is my take on it. http://www.gamasutra.com/blogs/EricSalmon/20131025/203164/What_is_a_gamer.php Fri, 25 Oct 2013 02:44:00 EDT Kingdom Rush - the wonderful Campaign level design - by David Harlow http://www.gamasutra.com/blogs/DavidHarlow/20131025/203042/Kingdom_Rush__the_wonderful_Campaign_level_design.php Smartphone/Tablet,Console/PC,Serious,Indie,Design Kingdom Rush's spectacular level design and why Ironhide Studios should pat themselves on the back. http://www.gamasutra.com/blogs/DavidHarlow/20131025/203042/Kingdom_Rush__the_wonderful_Campaign_level_design.php Fri, 25 Oct 2013 02:31:00 EDT