The Gamer's Post

Looking back, looking forward with devs of the Independent Games Festival

about X hours ago from Gamasutra Indie News

Past Independent Games Festival finalists and winners revisit their time in the IGF, and reflect on where they are now. ...

'If you had to pick one game for aspiring devs to study, what would it be?'

about X hours ago from Gamasutra Indie News

What game teaches you the lessons you need to know to make games? What game really matters -- and why does it matter? We asked our followers. ...

Video: Building Glitch City, a Voltron-like indie dev collective

about X hours ago from Gamasutra Indie News

At GDC Next 2014, indie developers Asher Vollmer, Teddy Diefenbach, Ben Esposito and other Glitch City members discuss their failures and successes in founding an indie dev collective and workspace. ...

Numbers in games: What they say about us

about X hours ago from Gamasutra Indie News

"Clearly I seem to be drawn to games about numbers going up. But the truth of the matter is the numbers in games mean things -- they represent complex systems, whether ecosystems, economies or relationships." ...

The rough road of taking HyperBowl from arcade attraction to mobile game

about X hours ago from Gamasutra Indie News

A 2001 arcade attraction game becomes a modern mobile title -- a fascinating story that includes crashed PCs, difficult data exports, and a move to Unity. ...

Ditch the booth! A DIY game promotion manifesto

about X hours ago from Gamasutra Indie News

"You don't need a festival or conference or expo to show your creations. Stop waiting for marketplaces to 'solve' discoverability. Reach out to your local and surrounding communities." ...

Removing the programming bottleneck: Creating a dynamic event system

about X hours ago from Gamasutra Indie News

"By breaking the game into simple event sequences, we're able to build a robust system that allows anyone on the team to use a drag and drop UI to implement a vast array of content instead of requesting coding time." ...

Blog: My game's done. Now comes the stress and struggle of a one-man PR effort

about X hours ago from Gamasutra Indie News

"The important thing to keep in mind: don't read too much of the feedback. The negative reactions (and they are always amongst the first) are not helpful in keeping enthusiastic and telling the world about your game." ...

Blog: On downloadable press kits, and what the press needs

about X hours ago from Gamasutra Indie News

IndieGames.com editor Lena LeRay offers a quick, practical list of what she's looking for -- and not looking for -- in your game's press kit. ...

How Brothers' Josef Fares makes games at his new studio, Hazelight

about X hours ago from Gamasutra Indie News

We talk to Hazelight's writer and director Josef Fares about the transition from Starbreeze to forming an independent studio, as well as his thoughts on the state of interactive story telling in 2015. ...

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