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Gamasutra Indie News Learn how Riot produces League of Legends and how designers large and small can seamlessly blend hand-made and procedurally-generated content in games at GDC Europe 2015 this August. ...
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Gamasutra Indie News "When I was thinking about the enemies behavior of the game project I'm working on, I just typed in my design document 'follow the player.' And these 3 words almost drove me crazy!" ...
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Gamasutra Indie News How to do great looking fog, and more: "The approach we used in Zombie Hunter, Inc. utilizes a neat way to blend depths which might be useful outside of this context." ...
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Gamasutra Indie News From concept to execution, along with a sample: Creating a '70s-influenced soundtrack for a chaotic and sarcastically funny mobile game. ...
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Gamasutra Indie News After frustrating experiences in game dev, Martin Annander moved to a new studio -- only to find the same "don'ts" repeating there. So here's his list of what you must not do. ...
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Gamasutra Indie News When creating Rect Pushers, Tapir Liu used "rect" because it's the short form for "rectangle" in programming -- but when the game went live, he learned a new word: "rectum." ...
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Gamasutra Indie News "Bottom line, there's a way for Valve and Bethesda to do this right, and if they pull it off everyone will be better off. Let's hope they figure it out." ...
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Gamasutra Indie News "The least-copied feature of Rogue is its item identification system. Of the horde of 'roguelike' and 'roguelite' games now flooding Steam, very few think to adopt this aspect." ...
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Gamasutra Indie News In 2012 Arma 2 maker Bohemia Interactive saw "a tenfold increase in Arma 2 sales" thanks to the launch of the Day Z zombie mod. Here, Bohemia's Marek Spanel discusses why mod support is so important. ...
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Gamasutra Indie News Developers based in Germany can begin building their projects now for launch on May 12th as Kickstarter continues to spread across Europe. ...