| Xbox One: a flawed plan, well executed |
| Posted by Nicholas Lovell on 05/23/13 09:43:00 am
in
Business/Marketing,
Console/PC
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| The Xbox One misses the mark because it is the culmination of a strategy formulated in the 1990s. It is a weapon to win the battle of the living room, when the real battle is for the personal screen. |  |
| Read More... | 0 Comments |
| Letting the Player Find the Fun |
| Posted by Ben Serviss on 05/23/13 09:15:00 am
in
Design,
Console/PC,
Indie
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| Are hand-holding tutorials holding games back? Starseed Pilgrim offers lessons in increasing player discoverability. |  |
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| Using Small Studios As Stepping Stones In Your Career |
| Posted by Brice Morrison on 05/23/13 08:25:00 am
in
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| Many students have a favorite game or a favorite game studio: Nintendo, Infinity Ward, Rockstar. However when I advise students and parents, I always make sure to tell them not to limit themselves. You should look at small studios as stepping stones. |  |
| Read More... | 3 Comments |
| Maturity, Challenge, Art and Games |
| Posted by Derek Yu on 05/22/13 09:05:00 pm
in
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| When it comes to evaluating the "maturity" of video games as an art form, what should we be thinking about? Some recent online discussions have prompted me to write a little something on this sometimes frustrating topic. |  |
| Read More... | 0 Comments |
Combat Analysis: Guacamelee  |
| Posted by Ben Ruiz on 05/22/13 07:02:00 pm
in
Design,
Indie
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| As a combat designer, I do a lot of meticulous and thorough analysis of other game's combat mechanics and systems. My most recent analysis was of Drinkbox Studio's Guacamelee on PS3 and Vita. |  |
| Read More... | 1 Comment |
Kickstarter Fu  |
| Posted by Jamie Fristrom on 05/22/13 05:58:00 pm
in
Business/Marketing,
Indie
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| Some of the strategy and tactics Jamie Fristrom used when launching the Energy Hook kickstarter. |  |
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| The Power of Friendship while Being and Asshole, or the Doormat NPC |
| Posted by Mark Filipowich on 05/23/13 09:04:00 am
in
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| Maybe a game doesn’t have to explore every facet of interpersonal relationships but it should certainly hold the player accountable for being an asshole. There should be more to relating to a game’s NPCs than sitting down and nodding. |  |
| Read More... | 0 Comments |
| HDR Audio in Wwise: Best Practices (so far) |
| Posted by Rev Dr Bradley Meyer on 05/23/13 01:48:00 am
in
Audio
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| Learn some best practices learned (so far) in using the new HDR audio feature in Wwise 2013.1. Originally published here: http://bit.ly/11OdWRS |  |
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| Xbox One: why single-use codes are good for indie games |
| Posted by Olivio Sarikas on 05/22/13 08:23:00 pm
in
Business/Marketing,
Console/PC
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| Are single-use codes the worst idea Microsoft had so far?
Yes! It´s Zune-tastic.
But this move by Microsoft opens some great opportunities for indie game developers. |  |
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The World of Lennus: A Game Design Analysis  |
| Posted by Zack Wood on 05/22/13 06:13:00 pm
in
Design,
Serious
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| An analysis of the game-world created by SNES cult classic "Paladin's Quest" (AKA Lennus). |  |
| Read More... | 2 Comments |
| Xbone - A Call To Arms |
| Posted by Gerald Belman on 05/22/13 05:07:00 pm
in
Console/PC,
Business/Marketing
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| Xbox was hard enough to say. Xbox 360 was even harder. Now we've got Xbox One. But the brave men and women of the internet are fighting back. Just when you thought they were beaten, they give you: the Xbone. |  |
| Read More... | 2 Comments |
First Blog Post, in which Robin Tears His Heart Out.  |
| Posted by Robin Arnott on 05/22/13 03:42:00 pm
in
Design,
Indie
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| Putting something personal and intimate out in the world to be judged worthy or unworthy of funding was a trial of self-trust. |  |
| Read More... | 1 Comment |