The Gamer's Post

The pros and cons of procedural generation in Overland

about X hours ago from Gamasutra Indie News

"There are a few things that we get from procedural generation: more emergence and unpredictability, as opposed to being a roller coaster for the player to only experience the things I wanted them to feel," says dev Adam Saltsman. ...

Microsoft moves to boost indie devs with month-long ID@Xbox promo

about X hours ago from Gamasutra Indie News

The company pioneered downloadable independent games on the Xbox 360, and promoting them with the much-missed "Summer of Arcade" -- and now it's back with something new. ...

Square Enix Montreal enlists former Hyper Light Drifter, Fez devs

about X hours ago from Gamasutra Indie News

Game developers Teddy Diefenbach and Renaud Bedard announced today that they'll be joining Lara Croft Go studio Square Enix Montreal to embark on a new project. ...

Self-publishing myths and realities

about X hours ago from Gamasutra Indie News

"Often publishers are looked at as marketing and user acquisition partners, so making a good game and hiring a marketing person should be enough. Not quite." ...

Devs Answer: how much did your parents support playing video games as a kid?

about X hours ago from Gamasutra Indie News

We polled developers on how their parents felt about them playing games as kids to see which ones had full support, and which ones were only able to justify it once they'd built a career on them. ...

The unexpected creative genesis of Her Story

about X hours ago from Gamasutra Indie News

"If all your ideas are coming from movies, that can be a problem. An artist has already gone out into the world and compressed a lot of information to create that film." ...

Get a job: Be a UI Artist on Rocket League

about X hours ago from Gamasutra Indie News

Psyonix, the independent developer behind Rocket League, is looking for a highly skilled UI Artist to join the team working at its offices in San Diego, California. ...

Video: Designing Without A Pitch - The FTL postmortem

about X hours ago from Gamasutra Indie News

FTL devs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why they frequently altered or abandoned aspects of the game's design as they developed it to evoke a specific feeling. ...

8 tips for showcasing your game at a convention like PAX

about X hours ago from Gamasutra Indie News

From booth facing to strategic activity design, indie front TinyBuild shares lessons learned from bringing booths and showcasing games at 8 PAX events in a row. ...

Blog: Making the switch from indie developer to indie publisher

about X hours ago from Gamasutra Indie News

"This was the first time I'd ever published a game by another indie developer, and I found the journey incredibly eye opening. I've gone ahead and written up the story of how it all happened." ...

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