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Gamasutra Indie News Usability studio Vertical Slice measures player reactions to four horror games to find out which is "scariest," how casual and core players react, and whether they get scared in the same way. ...
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Gamasutra Indie News "It's impossible not to notice a sense of apathy towards Kickstarter these days," writes designer Agustin Cordes "In short, few people seem to be backing games these days, including our own." ...
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Gamasutra Indie News An interview, by a fan and game design student, with the creator of a popular Halloween-themed mod from 2002: Swiss_Cheese Halloween Mod. ...
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Gamasutra Indie News "I think the glorification of violence is something that people -- particularly males -- are taught to value. I don't think it's something we would otherwise naturally value." ...
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Gamasutra Indie News GDC organizers have helped put together a list of some of the most interesting lectures at next week's s GDC Next event, with an eye towards what would work well written up for a larger audience. ...
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Gamasutra Indie News On difficult decisions, and not being able to see the light at the end of the tunnel. "It feels like the number one enemy in any act of creation is time; there's never enough of it." ...
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Gamasutra Indie News "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. ...
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Gamasutra Indie News "I was stumped. Out of optimization ideas, I considered giving up. Maybe I could just put in the best solutions I found on my own and make it a competition for my players to beat those scores?" ...
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Gamasutra Indie News On the collaborative process of working with a composer: "I gave some specific feedback... but I ultimately needed to trust his ability to polish the piece." ...
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Gamasutra Indie News How do survival horror games like The Evil Within work on our brains? Neuroscientist M. Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space and Silent Hill in this classic feature. ...