The Gamer's Post

Don't Miss: Why The Swindle only gives players 100 tries

about X hours ago from Gamasutra Indie News

Now that The Swindle is out, read our chat with dev Dan Marshall about his firm stance against unlimited lives, regenerating health, "aggressive tutorialization," and other challenge-sapping features ...

GDC Europe EIGS Roundtable: What's the state of European indie dev?

about X hours ago from Gamasutra Indie News

A few of the judges behind next week's second annual European Innovative Games Showcase at GDC Europe sit down to talk about what matters to European indie game makers. ...

On replayability: Emotion, mechanics, and necessity

about X hours ago from Gamasutra Indie News

"Not every game needs to be replayable. ... it's not automatically, invariably a good thing, and something that developers should strive to work towards." ...

Indie developers report Ouya won't pay them thousands of dollars

about X hours ago from Gamasutra Indie News

Multiple indie developers have claimed that Ouya still owes them thousands of dollars as part of their 'Free the Games' fund, none of which will be paid following Razor acquisition. ...

Video: Learning to love procedural art while making No Man's Sky

about X hours ago from Gamasutra Indie News

At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky. ...

Don't Miss: The visual guide to multiplayer level design

about X hours ago from Gamasutra Indie News

This highly visual 2014 guide to multiplayer level design, adapted from Ben Bauer's work at Crytek by Firefall designer Bobby Ross, gives you a timeless grounding in how team-based shooters work. ...

Game programming solutions: Jugglers and tweens

about X hours ago from Gamasutra Indie News

"A juggler is simply an object that has a list of objects who all can animate(), and keep them running on the same time span and delta. Tweens are a sensational way to rapidly animate around everything in the game." ...

This Week in Video Game Criticism: Why is Gotham so empty?

about X hours ago from Gamasutra Indie News

This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from a Kill Screen review of Adam Sandler's Pixels to the strange emptiness of Arkham Knight's city streets. ...

Creating the alien writing in Infinifactory

about X hours ago from Gamasutra Indie News

"Although it may have no meaning, that doesn't mean it's meaningless; on the contrary, we spent a fair amount of time designing a writing system that would look believable, alien, and fit visually within the game." ...

Speeding along: Velocibox and the Malaysian indie scene

about X hours ago from Gamasutra Indie News

"I'd say take pride in the game you are creating. Craft an experience with values and goals that matter to you, and you'll find your niche and an audience who share and appreciate your vision." ...

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