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Features » Indie
Accessible Strategy is not an Oxymoron: Design Pillars for Skulls of the Shogun 15
by Jake Kazdal, Borut Pfeifer [02.01.13]
How did the developers of the new indie strategy game strive to break the bounds of the strategy genre? In this article, 17-Bit's Jake Kazdal and Borut Pfeifer break down the decisions that lead to the design choices they made.
Design, Indie

Postmortem: 11 Bit Studios' Anomaly Warzone Earth 13
by Paweł Miechowski [01.28.13]
The popular "inverted tower defense" game was the first created by 11 Bit Studios, a team of Polish veteran developers. Here, Paweł Miechowski, the studio's senior writer, talks about the difficulties and successes of booting up and building a game at the same time.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Postmortem: Vivid Games' Real Boxing 14
by Tomasz Strzelczyk, Grzegorz Brol, Krystian Komisarek [01.21.13]
How did developing an Unreal Engine 3-powered sports game for iOS impact the team at Vivid Games? Read this postmortem to find out just what triple-A production values do to a mobile studio.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Amnesia Fortnight: How Double Fine Embraces the Future 5
by Christian Nutt [01.04.13]
Can a new way of developing games save a company? Gamasutra speaks to two Double Fine developers about what the recently ended public Amnesia Fortnight means to the company, and why the failure of Brütal Legend was a blessing.
Business/Marketing, Interview, Console/PC, Indie

The Secrets of Promotion for Indies 35
by Erik Sebellin-Ross [01.03.13]
How do you connect with reviewers and bloggers to build buzz around your game? This simple guide will show you the basic steps you need to follow to get people interested in your project.
Business/Marketing, Indie

The Case for Casual Biometrics 7
by Stefano Gualeni [12.20.12]
Plenty of triple-A productions use biometric testing of players -- but can it work for casual games, too? Developer Stefano Gualeni writes here about how he and his team tested iOS puzzle game Gua-Le-Ni using a simple lab setup.
Design, Indie, Smartphone/Tablet

Endless Space: When Triple-A Developers Go Indie 8
by Jeff Spock [11.29.12]
The story of how a studio formed by ex-Ubisoft developers decided to take on a niche genre -- 4X strategy games -- and see if it can make its fortunes by listening to its community, including details about the composition of the team, the budget, and more.
Business/Marketing, Indie

Postmortem: McMillen and Himsl's The Binding of Isaac 19
by Edmund McMillen [11.28.12]
How did a game destined for failure become a cult smash? Edmund McMillen (Super Meat Boy) discusses how he added religion to The Legend of Zelda, mixed it with a roguelike, and came out with a surprise hit.
Business/Marketing, Design, Postmortem, Production, Art, Indie

Postmortem: State of Play's Lume 3
by Luke Whittaker [11.14.12]
What's the process for building a game out of cardboard? In this unusual postmortem, State of Play creative director Luke Whittaker lays bare the paper and glue creative process behind acclaimed indie game Lume.
Business/Marketing, Design, Postmortem, Production, Art, Indie

The End of the Journey: One Indie Studio's Tale 24
by Tristan Clark [11.06.12]
Many indie developers try their luck in the market, but what does it look like when a studio goes from naive ideals to harsh realities? In this feature, founder Tristan Clark, now of King.com, writes about the origins, games, and fate of Launching Pad Games.
Business/Marketing, Indie, Social/Online, Smartphone/Tablet