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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.

Posted by Corvus Elrod on 08/29/14 10:20:00 am in Indie
The first of a short series of truly Objective Game Reviews in response to recent events within the video game enthusiast communities.

Posted by Ethan Levy on 08/28/14 02:21:00 pm in Business/Marketing, Design, Console/PC
Following the introduction of several IAP elements in Battlefield 4 over the past few months, I investigate the effects spending $100 in shortcuts and Battlepacks has on the multiplayer experience.

Posted by Martin Pichlmair on 08/28/14 01:36:00 pm in Business/Marketing, Indie
Indies are not as independent as the name suggests. Instead, they struggle for autonomy every day.

Posted by Jana Reinhardt on 08/28/14 10:29:00 am in Business/Marketing, Indie
Gamescom. 335,000 players, business attendees and developers visited Cologne from 88 different countries. For a whole week we were guests in a wild mix of games, Let's play shows and character cosplay and also as part of the famous Indie MEGABOOTH.

Posted by Oliver Franzke on 08/28/14 01:34:00 am in Programming, Art, Console/PC, Indie, Smartphone/Tablet
Good lighting can improve the visual quality of a game significantly. In this blog post I’ll describe various techniques for dynamic 2D character lighting that are very easy to implement and don’t require any additional assets (e.g. normal maps).

Half-way through development a game came out with the same name as ours; dealing with this hassle ended up making the game identity much stronger.