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Posted by Alexander Freed on 05/04/15 01:51:00 pm in Design, Console/PC, Smartphone/Tablet
If youíre working on an overall story document for your teamís game and youíre not sure how to approach it, hereís some advice...

Posted by Rami Ismail on 05/04/15 01:51:00 pm in Business/Marketing, Production
Vlambeers' Rami Ismail travels all around the world and has started to notice growth patterns in developer communities. In this article he expands on those patterns and offers advise on how to accelerate that growth.

Game design shares a lot in common with other kinds of design. But it is also truly unique in a couple of important ways. If so, these may lead us to a greater understanding of design and design thinking overall.

Games leaders to dominate $45 billion mobile games revenue forecast by 2018, with Android games revenue higher than iOS (including China)

Posted by Michael Samyn on 05/04/15 01:51:00 pm in Business/Marketing, Design, Art, Console/PC, Indie
How we wrote the story for our upcoming release Sunset with the aid of a script-writing tool and enjoyed exploring its themes in spite of initially mixed feelings about creating a game intended primarily for people who enjoy playing games already.

Posted by Robert Zubek on 05/04/15 01:51:00 pm in Programming, Console/PC, Indie, Smartphone/Tablet
A collection of C# performance tips for Unity, focusing on identifying and removing unnecessary memory allocations.





A lot of mobiles games look the sames / are clones / are inspired by other apps. But sometimes two different developers can create very similar games without knowing it. Here are my two cents on why this happens.

Posted by Rasmus Rasmussen on 05/04/15 01:51:00 pm in Production, Indie
Is it really important to do early QA testing? The answer is yes, even on small-scale projects. Using a my own work-in-progess as an example, here is how your game might benefit.

You spend almost one year developing your game trying to give your best shot ever. Then once you are almost there, like one month away from release, you notice you have ahead the hardest time ... why is that and what I do to cope with it.

Posted by Doctor Ludos on 05/04/15 01:51:00 pm in Design, Indie
The post-mortem of Weapon Regulator, a LudumDare game where you seize unconventional (i.e. illegal) weapons on a battlefield. How did I end up designing a game on the theme "an unconventional weapon" where the player doesn't use any weapon?

Posted by Levi Smith on 05/04/15 01:51:00 pm in Design, Programming, Indie
This post covers the details of creating a 2.5D platformer in 48 hours for the Ludum Dare 32 competition.

Posted by Puneet Yamparala on 05/04/15 01:51:00 pm in Business/Marketing, Smartphone/Tablet
This a summary post consisting of best posts picked from the app entrepreneurs association and marketing group through out the week.