Blog: When 'doing everything right' goes wrong
Developing a bigger, better sequel to a freeware hit seems like an obvious win, but the realities of development aren't always so simple. ...
Developing a bigger, better sequel to a freeware hit seems like an obvious win, but the realities of development aren't always so simple. ...
"Using templates still requires a good deal of energy and learning to get right, but often times, they multiply the quality of the outcome if you hadn't used templates." ...
A guide from Insomniac's Mike Acton: "Congratulations! You're a lead. Now what? In general, whatever skills you've demonstrated that got you to this point aren't the same things you'll be doing from here on out." ...
"'Why should you get to memorialize your son in this way?' 'What about all the other families and children who have suffered?' 'What makes you so special?' The answer is, of course, nothing." - Ryan Green ...
"Really, our point of differentiation is on the relationships that we build with those guys. We invest a lot of time and energy and internal resources supporting these guys." ...
"Programming is hard, sound and music are hard. They're hard in different ways. If you don't think they're hard, you've never had to produce something genuinely good in those fields." ...
"We are still confident this game will turn out to be something special; we have to bury some old skeletons in the ground and refresh the game with some clear goals." ...
"The beauty of short form critical games is that they deliver their message before overstaying their welcome. And most of them provide insights into alternatives to accepted norms." ...
What happened to the Xbox Live Indie Game developers? What did they learn from working with the Xbox 360-based marketplace, and the XNA dev tool? We ask them. ...
What happened to the Xbox Live Indie Game developers? What did they learn from working with the Xbox 360-based marketplace, and the XNA dev tool? We ask them. ...