The Gamer's Post

Blog: 15 game landing pages you need to see, as a dev

about X hours ago from Gamasutra Indie News

"There are certain best practices that you can follow to increase your chances of converting more of your visitors... here is a list of some game landing pages we think are really great!" ...

Video: How player feedback helped Pocketwatch perfect Monaco

about X hours ago from Gamasutra Indie News

At GDC 2014 Pocketwatch Games' Andy Nguyen offered a deeper look at how all feedback, both good and bad, helped shape Monaco without sacrificing its core design. ...

Developers' Top 5 games of 2014: Benjamin Gifford

about X hours ago from Gamasutra Indie News

"While I see no end to consoles, 2014 shows that mobile technology is the future. People want to play exciting and rich games at a moment's notice, anywhere, anytime." ...

Blog: Plague Inc. is pathological speed chess

about X hours ago from Gamasutra Indie News

"Plague, Inc.'s gameplay was so riveting that I started shouting murderous taunts at countries and gleefully anticipating the deaths of billions." ...

Blog: Dealing with aiming issues in a car combat game

about X hours ago from Gamasutra Indie News

"Scraps uses multiple crosshairs -- one primary one and one more for each weapon -- to give players a better idea of what their weapons might actually hit." ...

Best of 2014: Behavior trees for AI - How they work

about X hours ago from Gamasutra Indie News

A how-to guide on how AI behavior trees work -- written in response to the lack of concrete info out there, gleaned from development on Project Zomboid. ...

GDC Play and the 'Best in Play' awards are back for GDC 2015

about X hours ago from Gamasutra Indie News

The GDC Play emerging dev area returns and 'Best in Play' awards will once again be given during GDC 2015 in San Francisco, with 8 winners getting GDC 2016 passes. ...

Best of 2014: Gamasutra's Top Games of the Year

about X hours ago from Gamasutra Indie News

Making a definitive "best of" is impossible, thanks to the diversity of games. But Gamasutra's small staff, naturally, played a lot of games this year, and we all have strong opinions about the ones we loved. ...

Unity programming technique: Encapsulating your fields

about X hours ago from Gamasutra Indie News

"While the inspector provides an easy way for programmers and designers to easily edit gameplay elements, it does so at the cost of code encapsulation. This post suggests a simple, built-in solution." ...

Q& A: Making a point with Parable of the Polgyons

about X hours ago from Gamasutra Indie News

Nicky Case and Vi Hart talk to Gamasutra about Parable of the Polygons, an interactive article to show how small personal discriminatory bias can lead to a large general bias. ...

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