For a new style of game, I looked back at some old style AI code for inspiration. This turn-based game plays like an arcade-game, so speed and flexibility are very important.
If you're an indie developer, your greatest challenge is probably just getting people to know about your game. There's no magic bullet solution to this problem, but here's what I've learned.
Should you become a manager? Maybe. Maybe not. To do the job well requires a lot of work and sacrifice. Namely you're going to have to give up doing some of the things you love doing. Think carefully before accepting the role.
Asymmetric forces, as we see in games like Starcraft, Magic: The Gathering or Street Fighter, are a dominant design pattern in games. In this article, I explain some of the pitfalls of this pattern, and suggest some guidelines for avoiding them.
SOMA, the new horror game for the creators of Amnesia, was released 10 days ago. This blog post discusses sales and reflects on the marketing and reception of the game.
As designers we like complexity in our games, but how much is too much?
You are not "self-publishing" you are "publishing!" So here are 10 things that boxed publishers operate which may be of use for digital publishers.
In post number 2 of the Making of Super Mega Baseball series, I ask Christian and Scott about how the project came to be. What they were doing before starting a business, how they came up with the idea for a game, and what their vision was at the time.
My series about Staples in Game Design seeks to re-examine and re-consider familiar tropes in design, this time looking at The Key; its inherent properties, variations and ways to design with awareness of it.
Adam is just as tired of this whole Indiepocalypse thing as you are. But he accidentally discovered that it isn't real, so he thought he'd share.
RTS, are more than idle ways to pass the time, ways to blow off steam, or a means of escapism; they’re playgrounds for exercising the mind, and they do so in ways that I contest few other genres can.
An exploratory piece about how systems-based games could be meaningful.