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July 31, 2015
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Features » Indie
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 46
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

Postmortem: Appy Entertainment's SpellCraft School of Magic 6
by Paul O'Connor [02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Social/Online, Smartphone/Tablet

Talking the Future of Minecraft  
by Christian Nutt [01.27.12]
In December, Markus "Notch" Persson handed the reins of Minecraft development to Jens "Jeb" Bergensten, and in this interview, he explains what the future holds for the massively popular indie game and what he expects to concentrate on as far as additions go.
Business/Marketing, Design, Interview, Indie

Postmortem: Mode 7 Games' Frozen Synapse 3
by paul taylor [01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success.
Audio, Business/Marketing, Design, Postmortem, Production, Indie