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May 19, 2013
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May 19, 2013
Making 2D Games With Unity
All You Need is Love
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3
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Students: Tips for Learning Game Development Over the Summer
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All Your Nintendo Let's Plays Are Belong To Nintendo?
[
84
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Even Further Down the Curation Rabbithole
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12
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May 19, 2013
Zeeek and The Secret of
Space Octopuses heading
to...
Battle bad 'bots in Bad
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in...
Little Amazon runs
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05.21.2013
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05.21.2013
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05.24.2013
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07.09.2013
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March 2013 Issue of Game Developer
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Features
Features
» Indie
In The Shadow Of
FarmVille
: How Small Studios Can Succeed In Facebook Development
1
by
Andrew Webster
[03.23.10]
Three small Facebook game developers share stories of triumph and cautionary tales about trying to survive in a market quickly becoming dominated by companies like Zynga and Playfish.
Business/Marketing
,
Design
,
Interview
,
Indie
,
Social/Online
Television, Meet Games
2
by
Paul Hyman
[02.09.10]
TV channels commissioning games, and developers who work with them -- what is the current state of this relationship, and where might it be headed? Gamasutra talks to Adult Swim, Channel 4, and Area/Code (
Parking Wars
) to find out.
Business/Marketing
,
Design
,
Interview
,
Indie
,
Social/Online
Meet Your New Fans: Promoting Your Indie Game At Live Events
1
by
paul taylor
[01.19.10]
Getting your game in front of fans is both increasingly possible thanks to the events springing up around the globe -- but should even indie developers run real-life promotions? UK indie developer Mode 7 Games details a real-life example.
Business/Marketing
,
Indie
Finding The Sweet Spot: Pricing For Independent Games
9
by
Andrew Webster
[01.12.10]
Gamasutra speaks with key indies from Capy, ngmoco, and Twisted Pixel about how to approach the delicate issue of pricing games, and how it's worth avoiding the "race to the bottom" of the pricing ladder.
Business/Marketing
,
Indie
,
Smartphone/Tablet
The Auteur Forum: Mechner and Chahi on Inspiration
15
by
Eric Viennot
[01.11.10]
Two creators of early cinematic masterpieces (
Prince of Persia
,
Another World
) ruminate on the nature of inspiration, why they walked away from game development at different points in their careers, the shape of the industry, and the process for getting your ideas out into the world.
Design
,
Interview
,
Indie
Postmortem: Ronimo Games'
Swords & Soldiers
5
by
Jasper Koning
,
Fabian Akker
[12.31.09]
In this in-depth postmortem, the Dutch independent developer Ronimo Games discusses what went right -- and wrong -- in creating critically acclaimed WiiWare side-scrolling console RTS
Swords & Soldiers
.
Audio
,
Business/Marketing
,
Design
,
Postmortem
,
Programming
,
Production
,
Console/PC
,
Indie
Persuasive Games: Puzzling the Sublime
5
by
Ian Bogost
[12.23.09]
Good puzzle games are often described as addictive, elegant or deep, but in reality they can elicit deeper feelings of overwhelm, vastness and abundance, says designer Ian Bogost.
Design
,
Indie
,
Smartphone/Tablet
Pondering Indie Spirit: Derek Yu Speaks
81
by
Brandon Sheffield
[12.11.09]
Spelunky
creator and independent figurehead Derek Yu talks about the broadening definition of "indie" and why he's "very happy" with that definition being "kind of gray."
Business/Marketing
,
Design
,
Programming
,
Interview
,
Indie
iPhone Development: Everything You Need To Know
10
by
Brian Robbins
[12.09.09]
iPhone developer Brian Robbins with Riptide Games gives a helpful rundown of the basics of iPhone game development, from signing up for the Dev Program to marketing tips for a finished game.
Design
,
Programming
,
Mobile Phone
,
Indie
,
Smartphone/Tablet
Postmortem: Twisted Pixel's
Splosion Man
5
by
Frank Wilson
,
Josh Bear
[12.02.09]
Twisted Pixel, the Austin, Tex.-based studio behind
The Maw
, explains what went right and what went wrong with the fast-paced development of the XBLA game,
Splosion Man
.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Art
,
Indie
[
< < Prior 10
]
11
12
13
14
15
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