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August 5, 2020
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Features » Indie
Finding The Sweet Spot: Pricing For Independent Games 9
by Andrew Webster [01.12.10]
Gamasutra speaks with key indies from Capy, ngmoco, and Twisted Pixel about how to approach the delicate issue of pricing games, and how it's worth avoiding the "race to the bottom" of the pricing ladder.
Business/Marketing, Indie, Smartphone/Tablet

The Auteur Forum: Mechner and Chahi on Inspiration 15
by Eric Viennot [01.11.10]
Two creators of early cinematic masterpieces (Prince of Persia, Another World) ruminate on the nature of inspiration, why they walked away from game development at different points in their careers, the shape of the industry, and the process for getting your ideas out into the world.
Design, Interview, Indie

Postmortem: Ronimo Games' Swords & Soldiers 5
by Jasper Koning, Fabian Akker [12.31.09]
In this in-depth postmortem, the Dutch independent developer Ronimo Games discusses what went right -- and wrong -- in creating critically acclaimed WiiWare side-scrolling console RTS Swords & Soldiers.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Console/PC, Indie

Persuasive Games: Puzzling the Sublime 5
by Ian Bogost [12.23.09]
Good puzzle games are often described as addictive, elegant or deep, but in reality they can elicit deeper feelings of overwhelm, vastness and abundance, says designer Ian Bogost.
Design, Indie, Smartphone/Tablet

Pondering Indie Spirit: Derek Yu Speaks 80
by Brandon Sheffield [12.11.09]
Spelunky creator and independent figurehead Derek Yu talks about the broadening definition of "indie" and why he's "very happy" with that definition being "kind of gray."
Business/Marketing, Design, Programming, Interview, Indie

iPhone Development: Everything You Need To Know 10
by Brian Robbins [12.09.09]
iPhone developer Brian Robbins with Riptide Games gives a helpful rundown of the basics of iPhone game development, from signing up for the Dev Program to marketing tips for a finished game.
Design, Programming, Mobile Phone, Indie, Smartphone/Tablet

Postmortem: Twisted Pixel's Splosion Man 5
by Frank Wilson, Josh Bear [12.02.09]
Twisted Pixel, the Austin, Tex.-based studio behind The Maw, explains what went right and what went wrong with the fast-paced development of the XBLA game, Splosion Man.
Business/Marketing, Design, Postmortem, Production, Art, Indie

Shattering The Boundaries: Sidhe's Big User Testing Gains 3
by Gareth Griffiths [12.01.09]
Gareth Griffiths, user experience expert at Sidhe Interactive, explains how the studio broke down, tested, and rebuilt the brick-breaking genre with the PSN game Shatter.
Design, Programming, Indie

Art-Media Innovation: Yudo's iPhone Success, Natal Dreams 2
by Brandon Sheffield [11.27.09]
Gamasutra sits down for an in-depth interview with Beatmania co-creator Reo Nagumo and former Q Games exec Reo Yonaga (Lumines) to reveal their new, thus far iPhone-centric developer Yudo, as well as possible plans for console titles and hopes for Microsoft's Natal.
Audio, Business/Marketing, Design, Interview, Mobile Phone, Indie, Smartphone/Tablet

iPhone Piracy: The Inside Story 59
by Array [11.18.09]
Many game developers don't think of the iPhone as being a system which has extensive game piracy. But recent comments by developers and analysts have shown otherwise, and Gamasutra speaks to multiple parties to evaluate the size of the problem, and whether there's anything that can be done about it.
Business/Marketing, Mobile Phone, Indie, Smartphone/Tablet