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Gamasutra Indie News #IDARB wasn't supposed to be much of a game at all. But thanks to input from all over the internet, the eight-player sports game has become something even bigger than its developer. ...
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Gamasutra Indie News "Randomization can lead to a vague sameness when repeatedly executed... It's our greatest hope that this effervescent blend of digital and human creativity will lead to dangerous amounts of replayability." ...
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Gamasutra Indie News A guide to creating a severely optimized human skeleton rig, going "to a level where almost no more optimization is possible the artist will have to go creative." ...
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Gamasutra Indie News This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including Adam Saltsman on how Shinji Mikami's Vanquish is the Wachowskis' Speed Racer of games. ...
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Gamasutra Indie News Professional YouTuber Ryan "NorthernLion" Letourneau spoke at GDC 2014 about how to effectively communicate with YouTubers and streamers in order to (hopefully) persuade them to cover your game. ...
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Gamasutra Indie News The IGF-nominated game -- roundly considered to be the best game on the Ouya platform at launch -- has found sustaining success for developer Matt Thorson. ...
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Gamasutra Indie News A quick guide to creating the perfect camera system for an overhead, isometric game (such as a mobile strategy game) with the math and the Maya tips to make it work. ...
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Gamasutra Indie News Difficulties in playtesting lead to new ideas for how to create procedurally-generated boards for a Unity-based word game. This post covers thoughts on how to do it right. ...
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Gamasutra Indie News Recently, some J-indies got together for ChottoSummit, an informal info-sharing event, and later posted it on YouTube. IndieGames.com's Lena LeRay shares some of their key insights. ...
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Gamasutra Indie News "'Crunch' has become a dirty word... I'm here to argue that crunch, in small doses, is actually good for your team, your process, and your game." ...