Orangepixel: A look back at a decade of indie dev
10 years as an indie: "I mainly hope this helps inform other developers hoping to go the same route. There are some do's and don'ts at the end of the article, so please also check those out." ...
10 years as an indie: "I mainly hope this helps inform other developers hoping to go the same route. There are some do's and don'ts at the end of the article, so please also check those out." ...
It's been almost a month since we said goodbye to E3 2015, and now the Game Critics Awards has closed the books on this year's show by announcing the winners of its annual Best of E3 awards. ...
"We are sad that we haven't been able to make anything we can consider a masterpiece. We can only hope that our modest contribution can inspire future, more capable generations." ...
GDC Europe organizers reveal the games that will be featured in the big European Innovative Games Showcase during the Indie Games Summit at GDC Europe next month. ...
GDC Europe organizers reveal the games that will be featured in the big European Innovative Games Showcase during the Indie Games Summit at GDC Europe next month. ...
"A modern asset pipeline can help teams that are striving for greatness in visuals, without having to drown in the amount of work required to make the game run properly." ...
"Promises are a design pattern to structure asynchronous code and smooth over the complexities of running sequences of (dependent) asynchronous operations." ...
We talk to Bits and Beasts about their soon-to-be-released Feist, and the challenges of spending six years developing the same game. ...
Gamasutra editor-in-chief Kris Graft spoke with Brendan Iribe, CEO of Oculus VR to gauge where VR is today, and what's in store for the future inside and outside of games. ...
Tips and tricks for creating a procedural 2D level generator from a dev of a game who's already done it: "this blog addresses the methods I used, warts 'n' all." ...