The Gamer's Post

Experiments in creating systems for storytelling

about X hours ago from Gamasutra Indie News

"If you can represent something in that format, you can design and implement a game out of it. And if you can represent anything in that format, you can make a game out of anything." ...

Technical postmortem: Bringing Octodad to life

about X hours ago from Gamasutra Indie News

From character modeling to dealing with deploying on multiple platforms, this exhaustive technical postmortem gives you a look at what it took to make Dadliest Catch. ...

The butterfly effect, or: Fighting floating-point problems

about X hours ago from Gamasutra Indie News

"As long as the initial starting positions of all the parts were the same then the contraption should always run exactly the same. This is where the floating point problem came into play." ...

Tips for how to design and develop free-to-play games

about X hours ago from Gamasutra Indie News

"The way to conceive and plan the design of a free-to-play game is quite different than for other game models. We'd like to offer the following tips on how to make your games attractive so you can monetize them." ...

Blog: It all starts with (good) intentions

about X hours ago from Gamasutra Indie News

"Whether you call them guidelines, pillars, objectives, or mantra, it is the long-term vision, the global idea of what you want to do with your project. You should keep it to the essential." ...

Charting Out There's long and difficult journey to completion

about X hours ago from Gamasutra Indie News

The acclaimed space game took its development team on a rough ride. This candid diary-style postmortem takes you from before its conception up through its completion and release. ...

This Week in Video Game Criticism: The Hard Sell of Battlefield Hardline

about X hours ago from Gamasutra Indie News

This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from the financial expectations of going indie to the critical reception of Battlefield Hardline. ...

Don't Miss: A rational approach to racing game track design

about X hours ago from Gamasutra Indie News

In this classic feature, Gamasutra takes an in-depth look at racing game track design, comparing two arcade titles (Initial D and Maximum Tune) while contrasting them against the Gran Turismo series. ...

Square Enix adds new platforms and funding options to Collective

about X hours ago from Gamasutra Indie News

Square Enix has expanded its Collective development crowdfunding platform to mobile and digital games, and the company itself is now willing to directly fund some developers -- up to $250k. ...

Building a server for an indie MOBA/MMORPG

about X hours ago from Gamasutra Indie News

"Servers are another tool in our tool-set; we can mount a server for big data storage and use external server for real-time. Let's explore the kind of servers you can choose nowadays." ...

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