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Gamasutra Indie News "Our controller is three big motorized steering wheels. The idea is to experiment with different ways the wheels can work -- maintain constant motion, reverse directions, wind up a spring, and so on." ...
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Gamasutra Indie News GDC organizers reveal the 'Best in Play' awards for exhibitors in the on-site GDC Play 2016 event, honoring unique games like Iconoclasts and Fugl. ...
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Gamasutra Indie News "The difference between the mobile and PC markets is staggering. Not in size, market cap, or the type of gamer that thrives in either, but in their perception of one another." ...
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Gamasutra Indie News "Mommy's Best Games has shown our games at some very small events. Here are some tips for showing at an event that does not feature recently-made video games as the main attraction!" ...
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Gamasutra Indie News At GDC 2014, programmer Tom Betts steps up to explain how procedural methods were used to generate the sprawling environments of Big Robot's remarkable open-world game Sir, You Are Being Hunted. ...
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Gamasutra Indie News "Our two-button controllers totally impact game design. Narrowing the core variables allows other branches to grow in unexpected ways. Every new game idea carries a new challenge for us." ...
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Gamasutra Indie News At DICE last month Polygon caught up with Meier to conduct a nice interview about (among other things) his approach to Civilization game design and how he feels about being the name on the box. ...
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Gamasutra Indie News "Going to a conference might boost someone's energy if they're extrovert, whereas it might drain a person if they're introvert. The amount of stimuli during these highly social events creates different reactions." ...
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Gamasutra Indie News Mark Ferrari has created art for everything from Lucasfilm Games' Loom to veteran adventure game designer Ron Gilbert's Thimbleweed Park, and he'll share what he's learned at GDC! ...