Best of 2014: 7 truths about indie game development
"All you can do is get started, keep trying and do what it takes to make sure you can keep trying. Keep getting better at this. Believe that you will get there in the end." ...
"All you can do is get started, keep trying and do what it takes to make sure you can keep trying. Keep getting better at this. Believe that you will get there in the end." ...
D4 and Deadly Premonition director Hidetaka "SWERY" Suehiro shares his thoughts on five games of 2014 that every developer should play. ...
A designer who loves hand-crafted levels looks back on a solution that arrived at a procedurally-generated game that made the team and players both happy. ...
Taking a browser game new places with the help of a compiler that moves code from one system to another -- a look back at how one developer did it. ...
Can we keep having the same game design arguments year-in and year-out? A look back at tired-out debates that should be put to rest, from Daniel Cook. ...
"Making a game properly mod-able and data driven is something one should make a decision about early on because it impacts so much of the structure of the code and data." ...
Attorney Zachary Strebeck takes a look at how artists are compensated: "I decided to reach out to a few freelance game artists that I know and get their opinions on a few issues regarding payment for their work." ...
"In looking at toys, games, pinball and video games we're at over 80 companies and over 150 people. The Jewish Play Project has been initiated to support investigation of this history in much greater depth." ...
Inside a well-documented project: "I can tell you that over the course of 600 days, Tower of Guns took precisely 3850 hours and 5 minutes to develop." ...
"The crux of this is really about how work and technology can intrude into our lives in a detrimental way. I think that people in the game industry are more susceptible to these pitfalls." ...