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Gamasutra Indie News In this 2018 GDC talk, Snowman's Eli Cymet discusses the creation of merchandise for mobile hit Alto's Adventure, including integration of physical goods right into the game itself. ...
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Gamasutra Indie News So, following a successful survey for †Steam wishlists to first week sales†, it†s time for a (much needed) re-evaluation of the lifetime review/sales ratio on Steam. And we need your help in giving us stats! But why the re-eval, and what†s it for? ...
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Gamasutra Indie News Indie game dev original Jenova Chen of Journey developer thatgamecompany explains why he's drawn to designing evocative games like Flower, Journey, and the studio's latest game Sky: Children of the Light. ...
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Gamasutra Indie News In this GDC 2017 talk Fullbright's Steve Gaynor and Nina Freeman share lessons learned during the development of their non-linear space station story exploration game Tacoma. ...
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Gamasutra Indie News Dive deeper into the results of the free State of the Industry: Work From Home Edition Survey to see how COVID-19 quarantine measures have affected game developers' ability to ship games on schedule! ...
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Gamasutra Indie News Does Stadia's 'click to play' functionality change the game for the cloud gaming platform? And all kinds of other game discovery news besides... ...
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Gamasutra Indie News In this GDC 2018 session Kongregate's Emily Greer exposes common mistakes and pitfalls in data analysis to provide practical guidance on how to improve the rigorousness of your tests and the quality of your data. ...
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Gamasutra Indie News GDC today released the results of a special State of the Industry: Work From Home Edition Survey which reveal how the ongoing COVID-19 pandemic has impacted game developers across the industry. ...
about X hours ago from
Gamasutra Indie News GDC today released the results of a special State of the Industry: Work From Home Edition Survey which reveal how the ongoing COVID-19 pandemic has impacted game developers across the industry. ...
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Gamasutra Indie News The awards aim to highlight games throughout the industry that "[redefine] the boundaries of technology, empowering an ever-diversifying audience, and exemplifying what it means to use technology for good." ...