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November 26, 2014
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Features » Indie
Postmortem: Overhaul Games' Baldur's Gate: Enhanced Edition 6
by Trent Oster [04.15.13]
How did a PC classic get reborn as a multiplatform "enhanced edition"? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Postmortem, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Postmortem: Q-Games' Pixeljunk 4am 6
by Rowan Parker [04.03.13]
The postmortem of the IGF-nominated interactive music title for PlayStation Network which was originally printed in Game Developer magazine -- complete with new up-to-date commentary from the game's developers.
Audio, Design, Postmortem, Production, Indie

Roundtable: The Interactive Fiction Renaissance 5
by Leigh Alexander [03.14.13]
Interactive Fiction is becoming en vogue thanks to the proliferation of both games and digital reading devices, such as tablets and e-readers. Game Developer magazine speaks to some of the form's leading lights to get a bead on the best tools and the best work being done -- and why the form is as vital as any other in games.
Design, Interview, Indie

Ridiculous Fishing: The Game that Nearly Ended Vlambeer 10
by Mike Rose [03.08.13]
The story of how the Dutch indie developer (Super Crate Box) almost lost its way entirely after its game was cloned, and that clone became a big hit on the App Store -- and how it found its way to work again with the help of some notable collaborators.
Business/Marketing, Design, Interview, Indie, Smartphone/Tablet

Sponsored Feature: From Coast to Coast, Telefilm Canada Gives a Glimpse of Canada's Gaming Best 4
by Telefilm Canada [03.07.13]
Governmental agency Telefilm Canada supports dynamic companies and creative talent across Canada and, in this feature, showcases talent all across the country, which is famous for big studios, in the form of indies and smaller studios.
Business/Marketing, Indie, Sponsored Feature

Postmortem: Unknown Worlds Entertainment's Natural Selection 2 20
by Charlie Cleveland [02.26.13]
The six year story of an indie Steam hit -- this is the story of how the team behind the popular shooter was formed, worked, and what they very much wish they could have changed about the company and project if they could.
Business/Marketing, Design, Postmortem, Production, Indie

Let's Talk About Touching: Making Great Touchscreen Controls 31
by Tim Rogers [02.22.13]
Is it possible to make a touchscreen control interface that is device-native and as responsive and finely-tuned as one for a controller? In this Game Developer magazine reprint, Tim Rogers, developer of ZiGGURAT and TNNS, explores the possibility space.
Design, Indie, Smartphone/Tablet

Defender's Quest: By the Numbers, Part 2 22
by Lars Doucet [02.20.13]
Indie developer Lars Doucet takes us back for another look at how his game has performed now that it's received a massive update and, in the process, landed on stores like Steam and GOG, detailing both his gross revenue and what, on the developer's end, goes into generating those numbers.
Business/Marketing, Design, Indie

Postmortem: zGames' Pong World 5
by Chris Howard, Tanya Aulachynskaya, Artyom Vorobyov [02.11.13]
What does it take to build a winning mobile game -- literally? This postmortem details the development of Pong World, the game that won Atari's Pong Indie Developer Challenge contest, with a focus on practical solutions in mobile game development.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Reflections on XNA 25
by Nathan Fouts [02.05.13]
Nathan Fouts quit his job at Insomniac Games in 2006 to strike out on his own as an indie developer, ultimately settling on Microsoft's XNA as his development platform of choice -- and here, he reflects on the tool, which Microsoft last week announced will be discontinued.
Business/Marketing, Indie