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Isla: Link roundup 3/28/16 + Meta Update

Link Roundup

For submissions, suggestions, or things to add, send ’em my way: @isla_es.

Video of the week: “Top-Down Forest Pixel Art Time-Lapse ” from Luis Zuno

 

Song of the Week: Come and Find Me” by Eric Skiff

 

Reading Listening material: “Antibodies Part 1: CRISPR ” from Radiolab

Excerpt: “Hidden inside some of the world’s smallest organisms is one of the most powerful tools scientists have ever stumbled across. It’s a defense system that has existed in bacteria for millions of years and it may some day let us change the course of human evolution. “

 

Reddit thread comment of the week: A comment/excerpt from “Surviving the App Store” by the author, /u/amirrajan

Excerpt: “Oye, I know wayyy to much about this stuff (at least on the iOS side, I’m sure that Android will be similar). Here is what I’d recommend:

  1. Do a soft launch in Australia. Meaning that when you release, only do so in that country and see how the game downloads go.
  2. Make any bug fixes and updates as necessary (if any).
  3. You want your game to go live two to three weeks after it’s “Approved for Developer Release”. And you should always release on an Wednesday evening or Thursday morning. Here’s why:a. Setting your game for manual release gives the Apple editorial team a chance to look at your game.b. Wait three weeks from the time the game is approved and “Waiting Developer Release” (this is when the teams at Apple start looking at your game).
  4. Wait six weeks between releases. My contact at Apple generally recommends not to release any quicker than that (just too many apps coming through and not enough curators to look at them).
  5. Read this post about contacting Apple.”

 

Random Shout-Out: David Urbinati with this awesome piece of work:

 

Random Link of the Week: Click it if you dare

 


Meta

Hey everyone,

I know it’s been a while since I updated on a personal note, so I’ll keep it quick:

  • Over on our twitter account I’m having a lot of fun finding people to follow and looking at everyone’s amazing games, art, music, and just… random crap too sometimes. (Shoutout to @GlassBottomMeg who probably doesn’t even know how much I respect her. I RESPECT YOU MEGAN. I think you are cool!)
  • As you might have noticed on Twitter, Tumblr and the front page of our own site here, we’ve got a lot of concept art going up. I’m really looking forward to hearing what people think of it all.
  • I spent some time on reddit every day, mainly in the game dev subreddits, the community is pretty great.

TL;DR: Just flying along.

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Isla: Link Roundup 3/14/16

For submissions, suggestions, or things to add, send ’em my way: @isla_es.

Video of the week: “Mike Stout Skylanders GDC Speech 2012 (w Paul Reiche)

Song of the Week: VGM #62: Snowdin Town (Undertale) Ft. ThunderScott” by Ace Waters

Reading material: “3DNes adds another dimension to classic NES games” on engadget about Geod Studio

Reddit thread of the week:The “Texas Effect” on single-game gamers” by/u/PimpNinjaMan

Excerpt: “There’s a running joke that those individuals from the Lone Star State feel a more specific pride and will proudly proclaim ‘I’m from Texas’, trumping their national residency with their states location. Whether it’s the popularity of the state, its unique shape, or just the history regarding things like the Alamo, many Texans feel the best representation of where they come from is to share their Texas heritage. I’m curious if this effect takes place within the gaming community, particularly with those who classify themselves as players of a specific game rather than generic ‘gamers.’

Random Shout-Out: Sergey Galyonkin of Steam Spy and “Your target audience doesn’t exist

Excerpt: “When marketing research is talking about MOBA popularity and MMORPG decline they automatically assume it should work like in other industries — people switching from Gatorade to Coca-Cola, while there is plenty of space for smaller imitators and local brands.

But games, especially big ones, aren’t consumer products. I’d go as far as to say that each multiplayer game is a cultural self-reinforcing phenomenon, relying on its perceived popularity more than on its market share. It’s not enough to just offer a superior product with better marketing and brand recognition to convince people to switch from League of Legends to, say, Infinite Crisis. Yes, the latter has DC characters, TV series, comic books and even some movies. But the former was here first and didn’t just create the market — it is the market.”

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Isla: Link Roundup 3/7/16

If anyone has any submissions, suggestions, or things to add, please send ’em my way @isla_es.

Video of the week:Ico, and Design by Subtraction” from Mark Brown and Game Maker’s Toolkit

Song of the Week: De Gamuza by lucienpro_ on SoundCloud

Reading material:The significance of plot without conflict” by Still Eating Oranges

Reddit thread of the week:Would a “no combat/no challenge” mode be a welcome feature in traditional games?” by smurfslayer0

Excerpt: “To some degree, I think it is clear that some people would like it. Just look at how many people will watch the entirety of a game on Youtube or Twitch rather than playing through it. Some people just care about the story and don’t want to have to worry about fighting waves of enemies to get to it. While I probably would rarely ever use the feature and prefer a good mix of story and action, I know that I am only one type of gamer.

Random Shout-Out: Tumblr user crystalpoints with this post on the 6 Celtic nations.

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Isla: Link roundup 2/22/16

I’m thinking of starting a new thing, weekly linkdumps. Hopefully this will be a useful resource (or at least an interesting timewaster). If anyone has any suggestions for new categories, things to add, etc. Please let me know @isla_es.

Image of the week: Roll Your Class (Source unknown)

Video of the week: “Chuck Jones – The Evolution of an Artist” from Every Frame a Painting

Article of the week:Emotions and Mechanics #3: Lessons about Serenity” by Yu-Cheng (Larry) Chang

“Paper” of the week:Rule Databases for Contextual Dialog and Game Logic or ‘How to Make Writers Even More Awesome‘” by Elan Ruskin

Reddit thread of the week:Getting Streamer to play your game, how we did it” by gambrinous, creator of Guild of Dungoneering

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Isla: Check Out This Cool Infographic I Found

1396036121-post-smarter-best-times-use-social-platforms-infographic

Source: “Post Smarter: The Best Times to Use Social Platforms (Infographic)” by Dane Atkinson

Translated to mountain time, this means the best times to post to social media are as follows:

  • 2-5pm on Twitter
  • 3-6pm on Facebook
  • 9pm-12am on tumblr (Go to sleep, you guys have things to do in the morning!)
  • 7-8 on Instagram
  • 10pm-1am on Pinterest (You too, pinterest. 1am is NOT a good time to be looking at sad Untertale comics)

and

  • 11am-1pm on Google+