Tips for motivating your indie team: Be human
"Sometimes, members who leave will have an important perspective on your project. Even if it hurts to hear that criticism, it will make your team stronger in the end." ...
"Sometimes, members who leave will have an important perspective on your project. Even if it hurts to hear that criticism, it will make your team stronger in the end." ...
"Every active player (and many a past player returning) was compelled to pledge. Not because they wanted to support the game, but because the rewards were irresistible for a player." ...
"Whichever way an artist chooses she/he will have to ask themselves a question: 'How do I make the eyes look good from the side?'" ...
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio. ...
Game designer Raph Koster hustled indie developers Adam Saltsman, Rami Ismail and Zach Gage into a room at GDC Next earlier this year to ask: as an indie, how do you successfully market your work? ...
An academic look at how "distinctive features" open up games to study: "Games are as diverse as the humanity that created them. This means that trying to sort games in definite, discrete categories is fruitless." ...
"You are hurting the agility of your company or project if you have an over-reliance on the concept specialization and aren't encouraging teams to work collaboratively to spread knowledge and skills." ...
Confirmed: San Francisco independent studio Double Fine (Broken Age, Costume Quest 2) today laid off 12 staff after losing a deal for an unannounced project. ...
Designer Keith Burgun attended this year's conference: "While each Practice conference has evolved somewhat from the last, I feel that the one thing that it's always had in common was this element of risk-taking." ...
"Will our backers be upset that we cut the scope so much? Will they even care? the response was essentially 'Cool game, thanks for finally delivering it.'" ...