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March 5, 2015
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Updates » Exclusive
Don't Miss: 5 tips for making great animations for 2D games Exclusive 33
by Eric Caolli [02.05.15]
Want to create eye-catching sprites for your 2D game? In this classic feature, two talented animators who've worked on some remarkably vibrant 2D games offer five tips for stepping up your sprites.
Console/PC, Indie, Art, Exclusive

Road to the IGF: [Bracket]Games' Three Fourths Home Exclusive  
by Alex Wawro [02.04.15]
As part of our ongoing series of Road to the IGF interviews with nominees we chat with designer Zach Sanford about where Three Fourths Home comes from and the appeal of games as a storytelling medium.
Indie, Design, Production, Exclusive, Video, IGF

Don't Miss: The crowdsourcing crash course of #IDARB Exclusive 3
by Kris Graft [02.03.15]
#IDARB wasn't supposed to be much of a game at all. But thanks to input from all over the internet, the eight-player sports game has become something even bigger than its developer.
Console/PC, Social/Online, Indie, Design, Exclusive

Road to the IGF: Nina Freeman's how do you Do It? Exclusive  
by Phill Cameron [02.03.15]
We talk to the team behind how do you Do It?, a game that tackles the perspective of a young girl determined to figure out exactly what sex is.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive, IGF

The art of the tutorial: When to hold a player's hand, when to let it go Exclusive 14
by Alex Wawro [02.03.15]
Experienced devs from across the industry share their perspective on the best way to make people feel comfortable the first time they play your game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

Opinion: Why Alibaba's investment in Ouya makes a lot of sense Exclusive 1
by Brandon Sheffield [02.02.15]
Ouya has supposedly received an injection of $10 million in funding from Alibaba, and the internet cried "why!?" Here's why an investment in Ouya would make a lot of sense for the Chinese SmartTV market.
Console/PC, Indie, Business/Marketing, Exclusive, Microconsole, Digital Publishing

Road to the IGF: Kevin Regamey's Phonopath Exclusive 1
by Alex Wawro [01.30.15]
As part of our ongoing Road to the IGF interview series with nominees, Power Up Audio co-founder Kevin Regamey explains how he built the award-nominated audio puzzle game Phonopath and why.
Indie, Audio, Design, Production, Exclusive, Video, IGF

How Crossy Road made $1 million from video ads Exclusive 4
by Alex Wawro [01.29.15]
After topping a million downloads and $1M in ad revenue in its first month of release, Crossy Road co-creator Andrew Sum breaks down the award-winning mobile game's unobtrusive monetization design.
Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Road to the IGF: Justin Smith's Desert Golfing Exclusive  
by Leigh Alexander [01.29.15]
Continuing our Road to the IGF series of interviews with nominees, we speak to Desert Golfing creator Justin Smith about his Nuovo Award-nominated surprise hit, an infinite and improbable existential cruise.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, IGF

Growing a studio in a sustainable way - Q&A with CD Projekt Red Exclusive 2
by Alex Wawro [01.27.15]
Studio co-founder Marcin Iwiński and business development SVP Michal Nowakowski talk about what they've learned in growing CD Projekt Red from a one-game studio to an international powerhouse.
Console/PC, Business/Marketing, Exclusive

Road to the IGF: Alex Beachum's Outer Wilds Exclusive  
by Phill Cameron [01.27.15]
Creative Director Alex Beachum and Producer Sarah Scialli explain the process of taking a USC Masters Thesis project and turning it into one of the most unique games of the year.
Console/PC, Indie, Design, Exclusive

Why an Apple-featured indie dev abandoned iOS in favor of PC Exclusive  
by Alex Wawro [01.19.15]
"I finally gave up on iOS after I got a 'Best New Games' feature and saw how little revenue that actually brought in. The risk/reward profile was just terrible."
Indie, Business/Marketing, Exclusive

Don't Miss: Learning level design from The Legend of Zelda Exclusive 63
by Mike Stout [01.14.15]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design, Exclusive

Don't Miss: Game art tips from Rockstar's former art director Exclusive 4
by Kris Graft [01.13.15]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Console/PC, Art, Exclusive

Don't Miss: Finding the beat in Crypt of the NecroDancer Exclusive 10
by Ryan Clark [01.12.15]
Brace Yourself Games debuted the rhythm-based roguelike Crypt of the NecroDancer in 2014. Here, creator Ryan Clark shares how he discovered, then carefully tweaked the game's signature beat mechanic.
Indie, Design, Exclusive

Don't Miss: Measuring the lasting impact of Xbox Live Indie Games Exclusive 16
by Christian Nutt [01.09.15]
What happened to the Xbox Live Indie Game developers? What did they learn from working with the Xbox 360-based marketplace, and the XNA dev tool? We ask them.
Console/PC, Indie, Programming, Production, Business/Marketing, Exclusive

Don't Miss: A postmortem of the original DoTA Exclusive 7
by Steve Feak, Steve Mescon [01.08.15]
In this classic postmortem, some of the key figures behind seminal Warcraft III mod Defense Of The Ancients provide a look at what went right and wrong during development of the trailblazing game.
Console/PC, Design, Exclusive

Don't Miss: Ending the vicious cycle of big games launching badly Exclusive 25
by Alex Wawro [01.07.15]
A deeper look at the aspects of game development that drive so many games -- especially big-budget AAA productions -- out the door before they're ready, and what developers can do to prevent it.
Console/PC, Production, Exclusive

SOE's Smedley sees an 'astounding' market for F2P on consoles Exclusive 2
by Alex Wawro [01.07.15]
Free-to-play is booming, but consoles still get a cold shoulder from F2P devs focused on the mobile and PC markets. Sony Online Entertainment president John Smedley explains why that's a bad idea.
Console/PC, Social/Online, Business/Marketing, Exclusive

20 developers, events and trends that shaped our industry in 2014 Exclusive  
by Alex Wawro [12.31.14]
As we bid farewell to 2014, it's clear we're closing out one of the more momentous years in recent game industry history; here are the developers, events and trends that defined the year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive