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Gamasutra Indie News GDC Europe 2014 saw the triumphant European debut of one of the most popular GDC sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games. ...
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Gamasutra Indie News "How to stay independent despite being part of the commercial landscape is the big challenge. It's a technical, social, legal as well as intellectual challenge." ...
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Gamasutra Indie News "I have always defended 'laser-focused' game design that keeps only what is absolutely needed and cuts off any 'unnecessary' parts... but I've been exploring a more balanced approach." ...
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Gamasutra Indie News NYU's Eric Zimmerman: A rules-centric approach is a very dry and restrictive way of looking at game design. It's a formal approach to game design (more on that below). But it's often incredibly useful." ...
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Gamasutra Indie News "I already knew I was going to do an JRPG going in, because this is the seventh Rude Bear, and there was no way RBVII wasn't going to be a Final Fantasy parody." ...
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Gamasutra Indie News "A couple of mediocre YouTube videos got me a job in the middleware industry. I'm not making games, but I'm helping others make games and making tons of contacts in the industry in the process." ...
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Gamasutra Indie News Double Fine programmer Oliver Franzke writes about the technique used in Broken Age to "integrate Shay into (the beautiful) world" with character lighting. ...
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Gamasutra Indie News According to new stats released by the company at Unity's Unite event in Seattle, Nintendo's audience for download games isn't as young as you might expect. ...
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Gamasutra Indie News The International Game Developers Association responds to events where developers and other industry members have been "the subject of harassment and 'doxxing' attacks." ...
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Gamasutra Indie News A new promotional video for Marc Ten Bosch's 4D puzzler Miegakure seeks to explain how the game implements four-dimensional movement as a puzzle-solving mechanic. ...