I love RTS. But I hate RTS. Weíre making an RTS. (itís codenamed [ARMADA]) We're starting Open Development today!
If recent history is any indication, the next phase of indie game development, marketing and sales will be strongly driven by collaboration.
Matt Powers has been making video games for over 20 years. 15 of those years as a Senior Producer. In Producerland Matt shares some of the stories from his development experience and provides some rules that every producer should try and follow. 1 of 3
Most people prefer to use apps in their own language, but many developers consider app localization a dark art. Where do you start? If you've never localized an app before, the process can be intimidating. We'll see that it isn't a complex task.
Have you thought about making a Free To Play game? What is the current landscape of F2P? This post outlines the step from paid to Free To Play in our upcoming game, Battle Group 2 and how we (as Indie's) are planning to compete.
Mode 7's Paul Taylor attempts to discuss his thoughts on Early Access, but a prototype blog post gets out of hand. Literally as trivial and irritating as that sounds.
My goal is to facilitate cooperation between different users who occupy different niches in the content production pipeline. Mappers, programmers, designers, and artists should be able to benefit from one another's work without entering into agreements.
The first part of a thorough analysis of what makes this game one of the masterpiece of videogame art.
Game lawyer Zachary Strebeck interviews Michael Iachini of Clay Crucible Games, covering the artwork agreements on his projects and some tips on legal issues for new game designers.
You'd think since Unity is so easy, porting your game from Flash would be super fast. That's not necessarily true, but it's still a good choice. Here are top 5 things we learned.
We need an unique game, with rules that set it apart from a generic platformer. Now itís time to take you through the journey that has been designing Toto Temple as an unique game!
In this Q&A, Kevin talks about Impossible Road, going full indie, iterative design, favourite devs and even HBO!