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May 21, 2013
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May 21, 2013
An Object Of Lust
Gamasutra Blog Guidelines - Updated and open for discussion
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Postmortem: ROBLOX Mobile
Fingle marketing effort and numbers
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Next-Gen Xbox: What Microsoft Needs To Reveal On 21st May
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Command Rommel’s
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March 2013 Issue of Game Developer
February 2013 Issue of Game Developer
January 2013 Issue of Game Developer
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Features
Features
» Indie
Gamasutra's Kickstarter Survey: The Results
19
by
John Polson
[08.31.12]
Last month, Gamasutra and IndieGames undertook a survey to find out what motivates players to back -- or not back -- Kickstarters for games, and in this article, we share our results with the readers, shining a light on information you need to know before you go for crowdfunding.
Business/Marketing
,
Indie
Effective Co-Op Design
11
by
Tim Keenan
[08.24.12]
What does it take to really implement meaningful co-op in your game?
A Virus Named Tom
developer Tim Keenan delves into the thorny issue -- discussing the challenges and triumphs of building in the mode for his indie game.
Design
,
Indie
Want to be Surrounded By a Thriving Local Games Industry? Grow Yours
37
by
Epona Schweer
[08.21.12]
In this article, Sydney developer and instructor Epona Schweer writes how she and others pushed forward a plan to grow the indie scene in the city -- devastated by layoffs and with a growing number of new developers with no work -- and made it sustainable.
Business/Marketing
,
Indie
How Camouflaj saved
République
's Kickstarter
27
by
Ryan Payton
[08.20.12]
What went into the Kickstarter campaign for
République
, which started off weak and finished strong? Camouflaj founder Ryan Payton here writes a postmortem of the entire process, explaining how he turned failure to success.
Business/Marketing
,
Postmortem
,
Indie
What's Really Going Down in Vancouver?
19
by
Leigh Alexander
[08.17.12]
With studio closures and layoffs, what was once the central city for game development in Canada is currently on the ropes... Or is it? Gamasutra investigates the fate of the city's scene, talking to developers about what's going on and what can be done to save the local industry.
Business/Marketing
,
Interview
,
Indie
The Real Story of Developing for Nintendo's Download Platforms
6
by
Evan Campbell
[08.14.12]
While WiiWare and DSiWare flew under the radar of most developers -- and many reported bad experiences with the former -- some made major successes on the platforms, and Gamasutra speaks to them about the past and future of Nintendo download games.
Business/Marketing
,
Interview
,
Indie
Getting the Most from Your Sound Designer
13
by
Keith Moore
[08.07.12]
Working with an external sound designer? This article by audio professional Keith Moore explores the other end of the collaboration -- what can go wrong on a project and why, and how to minimize communication difficulties and reach results that both parties are happy with.
Audio
,
Indie
Comics vs. Games: Thinking Outside the Panel
12
by
Tim Latshaw
[08.03.12]
What happens when comic artists and indie developers team up to create brand new games? In this look at a Toronto-based Comics vs. Games project, Gamasutra speaks to both sides to find out the results of the collaboration.
Design
,
Art
,
Indie
Procedural Content Generation: Thinking With Modules
26
by
Ichiro Lambe
[07.18.12]
The
Aaaaa!
creator shares lessons learned about designing levels using algorithms on that game, and how that thinking has played forward into the team's next game,
Ugly Baby
, which creates levels based on mp3s.
Design
,
Indie
Staying Triple-A: How Big Independent Studios are Turning to Mobile and Social
3
by
Michael Thomsen
[07.13.12]
In this feature, Gamasutra speaks to Insomniac's Ted Price, David Jaffe, and more, to find out how and why these developers with a lot of console experience are turning to new markets to make the best of their craft.
Business/Marketing
,
Interview
,
Indie
,
Social/Online
,
Smartphone/Tablet
1
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]