The Gamer's Post

How to design a survey for player feedback

about X hours ago from Gamasutra Indie News

"Time is of the essence for all developers so I wanted to share some of the things I've learned, with hope that they might help your own player feedback process." ...

Get a job: Shield Break Studios seeks a Software Engineer

about X hours ago from Gamasutra Indie News

A handful of AAA veterans have launched the Costa Mesa-based indie venture Shield Break Studios, and they're looking for an engineer skilled in C++ to help with Bierzerkers server development. ...

PAX East postmortem: Bringing Jotun to the fans

about X hours ago from Gamasutra Indie News

"I'll go through what our goals for the event were, how we prepared, how much it cost and how things went. TL;DR: PAX was insane." ...

Lessons learned exhibiting at GDC 2015

about X hours ago from Gamasutra Indie News

Through the Woods' devs on running a booth on the expo floor: "We're already looking forwards to returning to San Francisco next year. Hopefully we'll see you there, too." ...

This Week in Video Game Criticism: The Limits of Games with Stories

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 the limits of games with stories to the psychological effects of game violence. ...

'Provocative thoughts' from ToeJam & Earl's creator

about X hours ago from Gamasutra Indie News

"How do you maintain the integrity of your creative vision?" and "Why is there so little cultural and ethnic diversity in video games?" tackled by the classic's creator, as he ramps up a new installment. ...

An introduction to Twine, for game developers

about X hours ago from Gamasutra Indie News

Insomniac Games designer Liz England tackles the question "What is Twine?" from the perspective of the curious but under-informed game developer, with a look the tool and games, too. ...

What a game demands for a win: Skill, luck, yomi

about X hours ago from Gamasutra Indie News

"Today I want to classify games on another scale, this time with three axes: Skill, Luck, and Yomi. The scale describes what component is needed to consistently win the game." ...

10 seminal game postmortems every developer should read

about X hours ago from Gamasutra Indie News

A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2. ...

How to reduce visual confusion in your game

about X hours ago from Gamasutra Indie News

"Are players missing important gameplay elements on screen? Do they not see enemies until it's too late? Here's a technique to help make your game's visuals easier to understand for the player." ...

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