about X hours ago from
Gamasutra Indie News "This is howwe brainstorm when in need to build something from scratch. It's a method that takes some time (to play around) and discipline, but it's definitely worth it as it adds some structure to the creative process." ...
about X hours ago from
Gamasutra Indie News "We set out to explore a realm of game design we hadn't seen done before -- disjointed, 2-player puzzles in VR. In our game Shackle, players find themselves back to back in a haunted room, divided by darkness." ...
about X hours ago from
Gamasutra Indie News Gamasutra visited the PAX East Indie MegaBooth, and brings you tidings of Thimbleweed Park, Objects In Space, Moon Hunters, Tumblestone, and more. ...
about X hours ago from
Gamasutra Indie News "'What shouldn't I do in my next trailer?' is the second-most-asked question I get (the first is 'how much?'). Anybody can make their own game's trailer, but it takes craft to do it well. Here's some traps to avoid." ...
about X hours ago from
Gamasutra Indie News "Most every team that I've ever worked with hated meetings. They viewed them as a counterproductive waste of time where lots of people talk, everyone smiles and nods, then each person goes back to his or her desk." ...
about X hours ago from
Gamasutra Indie News Few games foster emergent storytelling better than Crusader Kings II, and Paradox's Henrik FÄhraeus explains how the game was designed to do just at (and how you can do it too) in this GDC 2014 talk. ...
about X hours ago from
Gamasutra Indie News OutOfTheBit is working on a different sort of football [aka soccer, yanks!] game. "FIFA is great, but I realize that there is probably space in the market for a fun and easy to pick up football game." ...
about X hours ago from
Gamasutra Indie News OutOfTheBit is working on a different sort of football [aka soccer, yanks!] game. "FIFA is great, but I realize that there is probably space in the market for a fun and easy to pick up football game." ...
about X hours ago from
Gamasutra Indie News "While none of these design decisions are groundbreaking, thanks to a wise balancing Rogue Legacy successfully manages to reshape a design issue or limitation into a gameplay element." ...
about X hours ago from
Gamasutra Indie News "Always do a thorough search before committing to a name, don't pick a game name which is identical to an existing name, but if you do, be prepared to fight your corner or potentially change your game name." ...