John Polson's Expert Blogs
Italian indie Alan Zucconi says making his unique controller to demo 0RBITALIS was a way to help him stand out from an increasing crowd of games.
"Everyone else is doing immersion wrong," says Please Don't, Spacedog! developer KO-OP Mode. They used the Oculus and a MIDI device to put players somewhere new, and it was a big hit at alt.ctrl.GDC last month.
Pippin Barr's latest creation-collection Durations combines 10 games from One Second Typing Tutor to One Year Finite Runner, all offering much to consider in terms of games that seem to go on forever.
Aurelien Regard (formerly of Arkedo) is going solo to explore the racing genre, bringing his top-down F-Zero and Ulysses 31 anime homage to life while pushing the boundaries of the HTML5-supported Construct 2 engine.
Take a look at the art behind the L-system inspiring How to Be a Tree, and how developer Jimmy Andrews makes this tree spring to life.
Sets & Settings' Trestle is what happens when you put Super Crate Box into a Mega Man Battle Network world. According to the developer, Trestle's quick prototype became a game about patterns, and it felt fun almost immediately.
Making one game a month can be fun and rolodex-building, shares Major Bueno, who began the year as a finalist in Indie Speed Run and ended with a party game 700 people contributed to.
Kunabi Brother's Denis and Davor Mikan discuss the level design and inspiration behind their hit iPad puzzle game Blek and share details of the upcoming iPhone remake.
A group of notable developers are experimenting with how shared save files can unlock glitches, hidden secrets, and create replayability within their collective games.
Dejobaan Games, known for its IGF nominated Aaaaa! and other action games, is going through an experimental phase: combining the British Romantics with observational non-gameplay and Steam Workshop story sharing.
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