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December 22, 2014
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December 22, 2014
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Updates » Indie
How 17-Bit survived cross-platform dev on Skulls of the Shogun 2
by Alex Wawro [11.03.14]
The engineering wizard who helped make cross-platform multiplayer possible on Skulls of the Shogun runs down some of 17-Bit's big challenges in launching the game across XBL, PSN, Steam and mobile.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

Brianna Wu offers cash reward for info leading to arrest of harassers 30
by Christian Nutt [11.03.14]
Dev who was forced from her home by threats has put together an $11,000 reward to encourage informants to come forward.
Indie, Business/Marketing

We Built Glitch City: Lessons learned by LA's indie dev collective 4
by Alex Wawro [11.03.14]
A group of L.A.-based indie developers have gained more than they ever thought they would by uniting to form Glitch City, a development collective they jokingly refer to as the "indie Voltron."
Indie, Production, Business/Marketing, GDC Next

What is creativity? Raph Koster demystifies innovation and imagination 12
by Kris Graft [11.03.14]
At GDC Next today, veteran game designer Raph Koster aimed to demystify creativity in game design, and give practical tips on how to be creative.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC Next

This Week in Video Game Criticism: From the Politics of MMOs to Inclusion as a UX Issue  
by Kris Ligman [11.03.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the political utopianism of the modern MMO to treating industry inclusivity as a UX issue.
Console/PC, Social/Online, Indie, Design, Business/Marketing

ALT.CTRL.GDC needs your one-of-a-kind alternative controller games!  
by John Polson [11.03.14]
The much-lauded ALT.CTRL.GDC is returning for GDC 2015, and seeking submissions until Dec. 23rd for one-of-a-kind game peripherals, contraptions and novelties which enhance game experiences.
Console/PC, Indie, Design, GDC

5 tips for getting to know your new local dev community 2
by Gamasutra Community [11.03.14]
"There are way more aspiring or isolated developers out there than you might think, and you might be just the community leader they’ve been waiting for."
Indie, Business/Marketing

Unity VR optimization hints and tips 1
by Gamasutra Community [11.03.14]
"I know it’s a list and a bit bossy but I feel strongly that the combination of these tips will help any game run well in VR on Unity."
Console/PC, Indie, Programming, VR

I am Bread dev: Building games for YouTube is a bad idea Exclusive 4
by Mike Rose [11.03.14]
Earlier this month, Bossa Studios unveiled I am Bread, a game about manhandling a piece of bread in a bid to become toast.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

Standing out from the big guys with character art 3
by Gamasutra Community [11.03.14]
"In the Sanctum series, we have carved out a niche by doing the opposite of what most big companies are doing when it comes to character design, and we’ve had great feedback from our community because of it."
Console/PC, Indie, Art, Business/Marketing

Consensual tentacles: Naomi Clark's provocative card game Exclusive 9
by Leigh Alexander [11.03.14]
New York-based veteran developer Naomi Clark is fundamentally a brilliant designer first, a sexual politician second. Her new game Consentacle seems familiar, until you unpack it just a little bit.
Console/PC, Indie, Design, Exclusive

'What are your favorite horror games, and why?' 13
by Christian Nutt [10.31.14]
For our Halloween question, we asked developers to share their favorites in the horror genre. But since it's a dev question, we wanted a little more than that...
Console/PC, Indie, Design

How on Earth did Mike Bithell score Andy Serkis for Volume? Exclusive 5
by Mike Rose [10.31.14]
Mike Bithell, the British developer behind Thomas Was Alone, has managed to bag actor Andy Serkis for the voice of villain Guy Gisborne in upcoming stealth game Volume.
Console/PC, Indie, Business/Marketing, Exclusive

Don't Miss: A study of how horror games affect their players 13
by Joel Windels [10.31.14]
Usability studio Vertical Slice measures player reactions to four horror games to find out which is "scariest," how casual and core players react, and whether they get scared in the same way.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Another developer sees diminishing returns on Kickstarter 13
by Alex Wawro [10.31.14]
UPDATE "It’s impossible not to notice a sense of apathy towards Kickstarter these days," writes designer Agustin Cordes "In short, few people seem to be backing games these days, including our own."
Console/PC, Indie, Business/Marketing

Blog: The story of the Halloween Mod for Half-Life  
by Gamasutra Community [10.31.14]
An interview, by a fan and game design student, with the creator of a popular Halloween-themed mod from 2002: Swiss_Cheese Halloween Mod.
Console/PC, Indie, Design, Production

Thoughts on the glorification of violence 107
by Gamasutra Community [10.31.14]
"I think the glorification of violence is something that people -- particularly males -- are taught to value. I don't think it's something we would otherwise naturally value."
Console/PC, Indie, Design, Business/Marketing

GDC Next: Lecture recommendations for press  
by Simon Carless [10.31.14]
GDC organizers have helped put together a list of some of the most interesting lectures at next week's s GDC Next event, with an eye towards what would work well written up for a larger audience.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

Blog: Making games is hard 3
by Gamasutra Community [10.31.14]
On difficult decisions, and not being able to see the light at the end of the tunnel. "It feels like the number one enemy in any act of creation is time; there’s never enough of it."
Smartphone/Tablet, Indie, Production

The Witness artist reminds us to keep it simple, stupid Exclusive 8
by Alex Wawro [10.31.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Console/PC, Indie, Art, Design, Exclusive