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December 22, 2014
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Updates » Indie
Swedish accelerator aims to send indies to game dev summer camp 1
by Alex Wawro [11.17.14]
Swedish industry vets have teamed up to launch Stugan, a non-profit accelerator program that aims to host 20 developers in a cabin in the Swedish hinterlands for two months to make their games.
Indie, Business/Marketing

Add MMO support to your game in a few easy steps, the Goat Simulator way 4
by Mike Rose [11.17.14]
Goat Simulator company Coffee Stain Studios put much of the game industry to shame today, showing just how easy it is to turn your serious action game into a fully-fledged MMO.
Console/PC, Indie, Business/Marketing, Video

The key to crowdfunding success: Think about your backers 1
by Gamasutra Community [11.17.14]
How a tiny team made $60,000: "Run a good and fun campaign. Do your very best, communicate constantly, and be honest. People notice this, and it's important."
Console/PC, Indie, Business/Marketing, Crowdfunding

Embrace the apocalypse: Why competitive endgames and server resets make sense 11
by Gamasutra Community [11.17.14]
"When I was first confronted by the idea of a server-ending apocalyptic endgame, I was sad about losing all the stuff I worked so hard to build. But then I figured nothing lasts forever."
Console/PC, Social/Online, Indie, Design

'Should you charge for new content, or give it to your audience for free?' 11
by Christian Nutt [11.14.14]
This week, Monument Valley updated with paid DLC -- and a portion of its users revolted. Can you charge for content? Should you? We ask devs.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Majesco and its indie label Midnight City in serious trouble 2
by Christian Nutt [11.14.14]
Multiple sources have told Gamasutra information which suggests that the New Jersey publisher is on the ropes, and SEC filings back that up.
Console/PC, Indie, Business/Marketing

Don't Miss: Carmack's tips on functional programming 11
by John Carmack [11.14.14]
In this classic in-depth feature reprinted from #altdevblogaday, id Software cofounder and Oculus VR CTO John Carmack uses C++ to reveal the value of programming in a functional style.
Console/PC, Indie, Programming

Robotoki pays a price for abandoning F2P in favor of premium dev  
by Alex Wawro [11.14.14]
Robert Bowling's indie studio has ended its publishing deal with Nexon and laid off staff as it moves to make its formerly F2P project Human Element a premium game.
Indie, Business/Marketing

A quick guide to marketing on social networks for indies 6
by Gamasutra Community [11.14.14]
What you can do to succeed: "The strength of social media lies in interaction. Engage others, contribute to conversation. Word-of-mouth is powerful on social networks."
Indie, Business/Marketing

A guide to creating procedural terrain 4
by Gamasutra Community [11.14.14]
Code samples and techniques for creating procedural terrain -- a comprehensive guide that should get you on your way.
Console/PC, Smartphone/Tablet, Indie, Programming

Blog: In search of art with Jack King-Spooner 1
by Gamasutra Community [11.14.14]
Art-indie dev Jack King-Spooner on making games: "In terms of outcome games are more rewarding. In terms of process, painting and making music is more rewarding."
Console/PC, Indie, Art, Design

Should you upgrade your game for free? We are, and here's why 14
by Gamasutra Community [11.14.14]
"It will be free to current owners. It will be an in-place upgrade, delivered through existing channels. It won't break any of the old stuff... [But] not everyone can or even should do the weird crazy things we do."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

The benefits of less visual detail 17
by Gamasutra Community [11.13.14]
"The burden of realistic visuals is that people expect to be able to interact with the game's realistic world in a realistic sense. They expect to be able to push that chair out of the way."
Console/PC, Indie, Art, Design

Blog: When 'doing everything right' goes wrong 28
by Gamasutra Community [11.13.14]
Developing a bigger, better sequel to a freeware hit seems like an obvious win, but the realities of development aren't always so simple.
Console/PC, Indie, Production, Business/Marketing

Speeding up your marketing by using templates: A quick guide  
by Gamasutra Community [11.13.14]
"Using templates still requires a good deal of energy and learning to get right, but often times, they multiply the quality of the outcome if you hadn't used templates."
Indie, Business/Marketing

Congratulations! You're a game dev lead...Now what? 20
by Gamasutra Community [11.13.14]
A guide from Insomniac's Mike Acton: "Congratulations! Youíre a lead. Now what? In general, whatever skills youíve demonstrated that got you to this point arenít the same things youíll be doing from here on out."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Game as memorial: That Dragon, Cancer developer reflects  
by Christian Nutt [11.12.14]
"'Why should you get to memorialize your son in this way?' 'What about all the other families and children who have suffered?' 'What makes you so special?' The answer is, of course, nothing." - Ryan Green
Console/PC, Indie, Design

Nintendo won't fund your indie game, but promote it? Sure! 2
by Christian Nutt [11.12.14]
"Really, our point of differentiation is on the relationships that we build with those guys. We invest a lot of time and energy and internal resources supporting these guys."
Console/PC, Indie, Business/Marketing

Blog: Everybody is stupid in some respect, or why game music sucks 38
by Gamasutra Community [11.12.14]
"Programming is hard, sound and music are hard. They're hard in different ways. If you don't think they're hard, you've never had to produce something genuinely good in those fields."
Console/PC, Smartphone/Tablet, Indie, Audio, Production

Horror game design can be scary 18
by Gamasutra Community [11.12.14]
"We are still confident this game will turn out to be something special; we have to bury some old skeletons in the ground and refresh the game with some clear goals."
Console/PC, Indie, Design, Production