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March 2, 2015
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Category: Production


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Posted by Darby McDevitt on 03/02/15 05:26:00 pm in Business/Marketing, Production, Console/PC
In 2002, Humongous Entertainment was a company known and beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title you haven't heard of: "Moonbase Commander" - the best game you never played.

Iteration based mobile game designers have taken the philosophy of "MVP" (Minimum Viable Product) development principles too far to laziness. By not properly planning design, product teams waste massive dev resources and time: this can be avoided.

In 2002, Humongous Entertainment was a company beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title that broke all of the rules: "Moonbase Commander" - the best game you never played.

Detailing and explaining all of the super-neat interactive exhibits dotted around Game Developers Conference 2015, from Indie MEGABOOTH through iam8bit and far beyond.

The future of GameMaker, Open Source vs. Proprietary solutions, and risk.

Posted by Tyler Glaiel on 02/13/15 02:02:00 pm in Business/Marketing, Design, Production, Serious, Indie
Rock Paper Shotgun recently posted an interview with Peter Molyneux that made me feel a bit weird and I'd like to explain why