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September 2, 2014
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September 2, 2014
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Posted by Randy OConnor on 09/01/14 09:57:00 pm in Design, Indie
Randy enjoys an evocatively open-ended golf game while struggling with whether he should place his games under a moniker.

Posted by Mona Ibrahim on 09/01/14 08:06:00 pm in Business/Marketing, Serious, Indie, Social/Online
This article is designed to help developers get a grip on the online conflicts that seem rampant in our industry. It includes reasons why you should not be shamed out of censoring, and ways to address your fans and followers without fanning flames

The free to play business model compromises the design integrity of the game in order to make the game more commercially viable. With our latest game, Betty Boop Bop, we learnt that is not always the case.

Requirements can be very problematic. Either they are too detailed, and cost a fortune to create and maintain, or they are vague, which causes confusion. One potential solution explored here is to use acceptance criteria as both requirements and tests.

Posted by Corvus Elrod on 08/31/14 12:40:00 pm in Indie
Another Objective Game Review inspired by #GamerGate

Posted by Tadhg Kelly on 08/31/14 11:57:00 am in
In looking at how certain segments of the community react to Anita Sarkeesian and Zoe Quinn by accusing them of faking their attacks, I'm minded of birther, truther and other fringe movements that think they have a silent majority on their side.





Memorable experiences are not just about "good things happenning" and "bad things happenning"; they are about complex feelings, "dramas". Dramas are what this article will look at: one from Super Mario Bros. 3, and one from Half Life 2 Episode 2.

Posted by Philip Yao on 09/01/14 01:53:00 pm in Production
This is a postmortem of Terranaut, a 2D exploration game that took a team of seven developers over 500 man-hours to complete.

Posted by Tom Battey on 09/01/14 10:41:00 am in Business/Marketing, Console/PC
As Sony and Microsoft continue to stretch the meaning of the word 'exclusive', I ponder how all these 'exclusives' actually benefit us as consumers.

Posted by Andy Lunique on 09/01/14 12:37:00 am in Business/Marketing, Console/PC
This is a simple guide on how you should think when making video game purchases.

Posted by JC Santiago on 08/31/14 03:43:00 am in Design, Production, Indie
Our designer recently implemented ragdoll phsyics in our latest demo. He wrote up this simple tutorial to help teach anyone else that was curious on how to make their character models flop like fish.

Posted by Frederic Fourcade on 08/30/14 04:23:00 pm in Design, Console/PC
I feel that these two games are very similar in the way they intend to involve the player in the plot. But they are interestingly different in the way these intentions are implemented in-game.