Updated: 8 hours 19 min ago
All of the money being poured into the social casino space should have made it more difficult for small, independent studios to compete. Instead, these startups are thriving by finding ways to keep innovating on the genre.
Tatiana Vilela dos Santos is an indie game designer and digital artist. She makes games with unique physical interfaces and new technologies, all part of her interactive multimedia project MechBird. She gave in March 2018 a 60 minutes long talk at the GDC
Working solo is hard. Procrastination, distraction and lack of motivation can destroy a project.
Here are five simple tips to help solo developers stay productive and finish their games.
The 4 main new features introduced in Unity 2018.1 beta are Scriptable Render Pipelines (SRP), Shader Graph, the C# Job System, and Particle System Improvements.
This is a post about how we finally were able to ensure that all our customers who bought the initial version could get the new extended game for free.
The third part in a series where I dicuss how I created, GLO, my first commercial game and released it to Steam in 3 months, whilst also juggling being a father, holiding down a 10 hour a day job and taking part in a fitness transformation competition.
A practical approach to problems making group movement feel good and coordinated in an RTS style game.
Reuben from No Moss Studios talks about how the decisions that went into balancing a game that was intentionally trying to be hard. Where is the line between hard and frustrating?
Is Nintendo Switch a salvation or a trap for indies? Let's have a closer look.
For the final part of my look at replayability, we're going to talk about what Variance is, and how games have to be designed to be replayable.
I've soured on game conventions as a good means of marketing, but found something else that will keep me going.
In a strategy game, reading is the process of parsing the information on the board, allowing players to identify threats and opportunities.
This article offers a new lens to help understand designing games which are interesting to "read".
Monsters make for daunting foes whose demeanor stands out from standard baddies, but there's more to a creature than just the level of fear they elicit. This piece by Michel Sabbagh details the art behind making beasts and harnessing their true potential.
Frostpunk is the latest game from Polish developer 11bit Studios, where you are the leader of a small colony of survivors known as New London, in a post-apocalyptic world that was hit by a severe ice age. As the title suggests, its a frozen, frost-encrus
It's time to give flavor text the respect it deserves.
The average traditional 2D fighting game has usability problems most modern games try to avoid. To help newcomers learn the genre, fighting game developers need to acknowledge the issues and the attempted solutions and work towards a new genre status quo.
Gamification opportunities for businesses are great from having more engaged customers, to crowd sourcing innovation or improving employee performance.
This blog post illuminates how to be realistic in creating environments and mechanics in a fantasy setting. The example uses the mechanics for a dwarven door to illustrate the process of developing rules and properties.
This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.
You can't learn Production from a book, but, I do believe you can take inspiration and ideas from these three and I would recommend them to all Producers, no matter your level.