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Features » Indie
Steve Swink On The Art Of Experimental Games 17
by Christian Nutt [04.08.11]
Indie Fund Shadow Physics developer Steve Swink discusses creative inspiration, the realities of developing games in a fiscally-driven world, and how Braid and Portal profoundly influenced his conception and understanding of development.
Design, Interview, Indie, Console Digital

Coming Together: The Indie Open House 1
by Brett Bates [03.29.11]
What do indie developers get out of working together in a shared office environment? GameSpy's Indie Open House selected six teams to work in its San Francisco offices, and Gamasutra speaks to the developers about the experience.
Business/Marketing, Design, Interview, Indie, Console Digital

Life Inside A Game Jam 2
by Saul Alexander [03.22.11]
Journalist Saul Alexander reports from inside the Global Game Jam -- diving into the Sydney, Australia jam to join a team, follow them from concept through to execution, and in the process discover how games and meaning can unintentionally influence each other.
Design, Indie

Postmortem: Mediatonic's Monsters (Probably) Stole My Princess 3
by Jim Griffiths, Paul Croft [03.17.11]
In this extremely in-depth postmortem, Mediatonic's head of games Paul Croft and producer Jim Griffiths look back on the development of the PlayStation Mini/Xbox Indie (and more) title Monsters (Probably) Stole My Princess, which performed well despite some major snags.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Console Digital

Postmortem: Bane Games' Flick Buddies 19
by Alistair Doulin [03.08.11]
Brisbane-based Bane Games recounts the process of going indie, developing their first iOS title, Flick Buddies -- and learning important lessons about timing.
Design, Postmortem, Production, Art, Mobile Phone, Indie, Smartphone/Tablet

Marketing On The App Store: The Cautionary Tale Of 100 Rogues 21
by Keith Burgun [02.03.11]
When an iPhone project begins in 2008 and launches in 2010, that's a huge challenge -- and 100 Rogues developer Keith Burgun here describes the bumps in the road that the well-liked, high-quality game has hit on its long slow journey towards release and profitability.
Business/Marketing, Design, Art, Indie, Smartphone/Tablet

Going Games: From Web Development To Game Studio In One Project 8
by Tim Cooper [02.02.11]
Flash developer Tim Cooper explains how he transitioned from building web content for clients into a full-fledged game development studio, revealing hard data and hard truths about the change from working in one environment to striking out with his own games.
Business/Marketing, Design, Production, Art, Indie, Social/Online

The Reasons Behind SpyParty 27
by Brendan Caldwell [01.10.11]
The designer-programmer of the upcoming SpyParty delves into his creative ethos and how he sees the industry in this interview that takes in the game's design and the shape of today's indie and mainstream spaces.
Design, Interview, Indie, Console Digital

Shafer's Next Step: From Civ To Stardock 6
by Kris Graft [01.07.11]
Jon Shafer, lead designer on Firaxis' Civilization V, is now at Galactic Civilizations developer Stardock. Here, he explains his move from a major publisher to a small independent studio, his reaction to fan criticism for the well-reviewed Civ V and why he never felt he was living in the shadow of Sid Meier.
Design, Interview, Indie

Postmortem: Mommy's Best Games' Explosionade 16
by Nathan Fouts [01.05.11]
Enthusiastic independent developer and Xbox Live Indie Games repeat offender Nathan Fouts comes back with a postmortem of Explosionade, a game conceived to be developed in one month to help with cash flow for his studio's efforts in developing larger titles.
Design, Postmortem, Programming, Production, Art, Indie, Console Digital