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September 2, 2014
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Updates » Indie
Freedom, simplicity of solo development in The Next Penelope Exclusive 1
by Mike Rose [08.28.14]
The developers behind Hell Yeah! needed the game to be a big hit if Arkedo was going to keep making games. When Hell Yeah! fell short, one of Arkedo's founders tried something new.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Blog: They shout louder 33
by Gamasutra Community [08.28.14]
"'They shout louder because theyíre losing.' I donít think itís true, because I think the capital C Conservative group of people who play games arenít losing. The more I think about it, the more I believe they lost years ago."
Console/PC, Indie, Business/Marketing

Blog: Pretend it matters - a Ludum Dare postmortem  
by Gamasutra Community [08.28.14]
"I decline to draw sharp lessons from this, no what-went-right or what-went-wrong. Each new approach has a little of both."
Console/PC, Indie, Programming, Design, Production

Selling a game before it's 'done': Tips and insight for paid alphas Exclusive 8
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Wage gauge: Industry salary stats from the 2014 Game Career Guide Exclusive  
by Staff [08.27.14]
In this edition you'll find lots of great data aimed at preparing you for a career in game development, including the results of Gamasutra's most recent industry-wide salary survey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, annual Career Guide

Don't Miss: Composition in level design - An in-depth examination 9
by Gamasutra Community [08.27.14]
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Console/PC, Indie, Art, Design

Blog: On the brink of a nervous breakdown 13
by Gamasutra Community [08.27.14]
A developer discovers the game he's been slaving over -- which he thought was original -- has similarities to other titles. In this post, he confronts his feelings on finding out.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Reminder: GDC 2015 call for submissions closes tomorrow!  
by Staff [08.27.14]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Designing achievements: How good should I be at my own game? 15
by Gamasutra Community [08.27.14]
"As a game maker, I wouldn't feel comfortable releasing a game that I could not beat, but does the same hold true for achievements?"
Console/PC, Indie, Design

All I needed to know (about games) I learned from Dungeons & Dragons 5
by Gamasutra Community [08.27.14]
A lecture from designer and educator Lewis Pulsipher that showcases how Dungeons & Dragons contains the seeds of wisdom for designing games -- and challenges much of today's triple-A conventional wisdom.
Console/PC, Indie, Design

Blog: Quick thoughts on the 'sprint' in Mario, Meat Boy 4
by Gamasutra Community [08.27.14]
"Re-playing these platformer made me realize that platformers are some of the most open gameplay experiences available; rarely are designer-imposed limitations placed on the player."
Console/PC, Indie, Design

The perils, opportunities, and responsibilities of Steam Early Access 2
by Christian Nutt [08.26.14]
Prominent Steam Early Access developers weigh in on the state of the service -- how it helps them make games, but how its reputation is beginning to hurt them, too.
Console/PC, Indie, Production, Business/Marketing

The West Bank has its first game developer 7
by Christian Nutt [08.26.14]
"I truly believe that Palestinians are very innovative and out-of-the-box thinkers. Itís something that is required in our day-to-day life, and Iím certain that, when given the chance, this makes our games different."
Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: Dirty Game Development Tricks Exclusive 21
by GDMag Staff [08.26.14]
From the archives of Game Developer Magazine come 9 from-the-trenches stories of designers, artists and programmers using unorthodox tricks to circumvent sticky development problems.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

GDC Next adds talks on Shroud of the Avatar, Wooga's 'Hit Filter'  
by GDC Staff [08.26.14]
Shroud of the Avatar developer Starr Long gives crowdsharing advice and Wooga exec Sebastian Kriese reveals how his company's proven "Hit Filter" strategy works at GDC Next 2014 featuring ADC in November.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

Blog: Gods Will Be Watching and the question of fun 3
by Gamasutra Community [08.26.14]
"Gods Will Be Watching makes a lot of experiments with the form and I am very happy that they did so. Sadly, not all of them paid off."
Console/PC, Indie, Design

Amazon to acquire Twitch in a $970 million cash deal 16
by Alex Wawro, Christian Nutt [08.25.14]
UPDATE Twitch confirms the $970 million deal, writing that the acquisition is expected to close in the back half of this year.
Console/PC, Social/Online, Indie, Business/Marketing

Follow your dreams! ... Or maybe, don't 38
by Gamasutra Community [08.25.14]
Defender's Quest dev Lars Doucet: "I am filled with absolute terror whenever I get a message like this in my inbox: 'You inspired me to quit my job to make indie games!'"
Console/PC, Indie, Production, Business/Marketing

This Week in Video Game Criticism: From Ageism to the Downfall of Neopets 9
by Mark Filipowich [08.25.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from the economic downturn of Neopets to ageism in the game industry.
Console/PC, Social/Online, Indie, Design, Business/Marketing

Game feel tips: Speed, gravity, friction 4
by Gamasutra Community [08.25.14]
"If thereís anything in the world that is capable of moving me into instant tears, it's stiff movement in your video game."
Console/PC, Indie, Programming, Design