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Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
In highlights from <a href="http://www.gamasutra.com/blogs/member/page=1">Gamasutra's Member Blogs</a>, our bloggers write about diverse topics, such as a critique of silent protagonists, what developers can learn from camera angles in sports games, and more.
In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, such as a critique of silent protagonists, what developers can learn from camera angles in sports games, and more. Member Blogs can be maintained by any registered Gamasutra user, while invitation-only Expert Blogs -- also highlighted weekly -- are written by selected development professionals. We hope that our blog sections can provide useful and interesting viewpoints on our industry. For more information, check out the official posting guidelines. This Week's Standout Member Blogs Why so silent? (Matthew Warren) Matthew Warren looks at common reasons why developers use silent protagonists, and presents a critique of the idea. Efficient game texture loading on iOS devices (Joe Woynillowicz ) While working on his team's current game for mobile platforms, Joe Woynillowicz ran into the need for extremely efficient texture loading. Here he provides the most efficient way of loading texture data on iOS/Android devices using a PowerVR chip. Approaching camera angles in sports games (Jake Shapiro) Jake Shapiro believes game designers of all backgrounds can learn from how sports games grasp with the mechanics they're based on. IoC Container for Unity3D (Sebastiano Mandala) Dependency Injection practice could be awkward to follow using the framework Unity provides. Sebastiano Mandala talks about some alternatives and specifically about his implementation of an Inversion Of Control container designed around Unity. How to gain market from big game publishers: Build around someone else’s product (Javier Cabrera) After launching your game, the most common problem (besides running out of cash to pay the bills) is people not finding your amazing software. What can you do? Put big publishers' marketing department to work for you!
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