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May 22, 2013
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May 22, 2013
Using Small Studios As Stepping Stones In Your Career
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Opinion: Xbox One Wasn't Built For You
How Can You Find Jobs At Blizzard if You're an Artist?
Let’s produce HTML5 games with a serious approach.
An Object Of Lust
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Ghostlight announce
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05.24.2013
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07.09.2013
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07.11.2013
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07.30.2013
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March 2013 Issue of Game Developer
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Features
Features
» Indie
Wii U and Indies: Will it Work This Time?
6
by
Mike Rose
[07.09.12]
You can almost count WiiWare's successful titles on one hand. Will Nintendo's expanded online focus for its next console boost the fortunes of indie developers this time around? Gamasutra speaks to several developers to find out their take.
Business/Marketing
,
Interview
,
Indie
The Indie Reality in 2012 and Beyond, According to Arkedo
5
by
Christian Nutt
[07.02.12]
In this wide-ranging interview, Arkedo co-founder Camille Guermonprez discusses his take on the industry as he embarks on the formation of his own indie publisher Nice Guys and works with Sega on the publication of downloadable title
Hell Yeah!
Business/Marketing
,
Interview
,
Indie
Congratulations, Your First Indie Game is a Flop
74
by
Matej Jan
[06.27.12]
An indie developer reflects on how he spent too much time and effort trying to make a failure into a success, sharing his experiences about going from iOS to PC and Mac, and why being first out of the gate doesn't substitute for having a truly compelling game.
Business/Marketing
,
Design
,
Indie
,
Smartphone/Tablet
Postmortem: Zachtronics Industries'
SpaceChem
16
by
Zach Barth
[06.13.12]
The developer of the cult indie puzzle hit
SpaceChem
explains what went into creating such a complex, nuanced game -- while still working a day job -- and also what held back the game from finding the audience it might otherwise have found.
Design
,
Postmortem
,
Production
,
Indie
A Personal Journey: Jenova Chen's Goals for Games
27
by
Ed Smith
[05.18.12]
The Thatgamecompany co-founder explains exactly how he thinks games need to change and why, at a small studio, he's confident he's in the right spot to innovate and bring artistic depth.
Design
,
Interview
,
Indie
15 Years Later: How Sony's Net Yaroze Kickstarted Indie Console Development
6
by
John Szczepaniak
[04.26.12]
In March 1997, Sony launched the Net Yaroze project, which put the power of the original PlayStation in the hands of amateur developers, and this feature has interviews with developers who got their start on the system, as well as academics who used it to teach.
Indie
Selecting Save On The Games We Make, Part 2
4
by
John Andersen
[03.16.12]
Gamasutra has extensively covered the preservation efforts of major studios and publishers, but what about indies? In this article, developers such as Dejobaan, Playdead, and Semi Secret Games share their thoughts on what efforts make sense.
Business/Marketing
,
Indie
Unity's Future In High-Definition
12
by
Christian Nutt
[02.29.12]
Unity has become a cornerstone of the indie and smartphone game space, but does the tool set have what it takes to stand up to "triple-A" developers' needs? Gamasutra speaks to Unity Stockholm's Erland Körner and Renaldas Zioma.
Business/Marketing
,
Programming
,
Interview
,
Indie
Postmortem: Days of Wonder's
Ticket to Ride Pocket
2
by
Gerald Guyomard
,
Yann Corno
[02.22.12]
The developers of Ticket to Ride take a look at the complexities that drive the development of an iPhone title -- even one that's based on both an existing board game and successful iPad app can encounter a lot of difficulties in planning and implementation.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Indie
,
Smartphone/Tablet
Principles of an Indie Game Bottom Feeder
41
by
Jeff Vogel
[02.09.12]
Moving into indie development? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud on the ocean floor," writes Spiderweb Software's Jeff Vogel.
Business/Marketing
,
Indie
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