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September 1, 2014
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The free to play business model compromises the design integrity of the game in order to make the game more commercially viable. With our latest game, Betty Boop Bop, we learnt that is not always the case.

Requirements can be very problematic. Either they are too detailed, and cost a fortune to create and maintain, or they are vague, which causes confusion. One potential solution explored here is to use acceptance criteria as both requirements and tests.

Posted by Corvus Elrod on 08/31/14 12:40:00 pm in Indie
Another Objective Game Review inspired by #GamerGate

Posted by Tadhg Kelly on 08/31/14 11:57:00 am in
In looking at how certain segments of the community react to Anita Sarkeesian and Zoe Quinn by accusing them of faking their attacks, I'm minded of birther, truther and other fringe movements that think they have a silent majority on their side.

Posted by Corvus Elrod on 08/29/14 10:20:00 am in Indie
The first of a short series of truly Objective Game Reviews in response to recent events within the video game enthusiast communities.

Posted by Ethan Levy on 08/28/14 02:21:00 pm in Business/Marketing, Design, Console/PC
Following the introduction of several IAP elements in Battlefield 4 over the past few months, I investigate the effects spending $100 in shortcuts and Battlepacks has on the multiplayer experience.





Posted by Andy Lunique on 09/01/14 12:37:00 am in Business/Marketing, Console/PC
This is a simple guide on how you should think when making video game purchases.

Posted by JC Santiago on 08/31/14 03:43:00 am in Design, Production, Indie
Our designer recently implemented ragdoll phsyics in our latest demo. He wrote up this simple tutorial to help teach anyone else that was curious on how to make their character models flop like fish.

Posted by Frederic Fourcade on 08/30/14 04:23:00 pm in Design, Console/PC
I feel that these two games are very similar in the way they intend to involve the player in the plot. But they are interestingly different in the way these intentions are implemented in-game.

Posted by Alejandro Garza Cuellar on 08/30/14 02:51:00 pm in Production, Indie
It took us a while, but it's finally here: REalM Walk of Soul demo!! And that's not even the most important part, because when releasing the demo we decided to go big, and what better way to do it than to entering the game at Steam Greenlight.

Posted by Dan Felder on 08/30/14 02:41:00 pm in Business/Marketing, Design, Indie
Whether looking to improve, looking to hire or looking for team members - there's at least one big thing that sets amateur designers apart.

Posted by David Amador on 08/30/14 08:51:00 am in Programming, Indie, Smartphone/Tablet
Quest of Dungeons was made in C++ and OpenGL, it runs on Windows, Mac and Linux in native code. I never made anything for Android, in fact I never even used one before this, so when I decided to port QoD to it, I had no idea of what to expect.