This question is often asked at the beginning of a new game project, and the decision has profound effects on its whole life cycle and possibly even on its follow up projects. Here’s how and why we have chosen to answer this question over the last decade.
It seems like half the indie devs I know are having babies for the first time either basically right now or in the very near future. This is the "advice" I usually give based on our experience.
How you hire, fire, and build your team will define your success as a leader, so you better be good at it...or you won't be a leader for long.
A look into the media coverage of some of the key video game events.
The second installment of a three-part blog series on arrangement for dynamic music systems, with examples from the LittleBigPlanet franchise. Part 2 focuses on techniques for employing countermelody in a complex vertical arrangement.
Necrosoft Games goes to the Tokyo Game Show as an exhibitor for the first time. The results were mixed. Is it worth the trek out for your game?
Using rules, grid, "actions", time, trial, error, modifications, improvements, doing things differently, bad decisions, starting all over, and more to design the levels of Toto Temple Deluxe!
This is the third post in a series about the making of Super Mega Baseball. It covers the initial plans for the game, the first development that was done, and how naive the guys really were.
Running out of cash you got from a crowdfunding campaign isn't the end of the world, or your project, but developers need to be smarter and nicer in order to climb that hill to finally deliver.
The story of how to make a tabletop version of a digital game, what are the main problems and our solutions.
A game design article explaining how to craft a Bullet Time mechanic that's both useful and fun to use.
What does it look like when a company does Early Access right? Let's take a look at what Klei Entertainment did for Don't Starve Together's early access release.