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February 27, 2015
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Posted by Glen Cooney on 02/27/15 03:53:00 pm in Design, Art, Serious, Indie, Smartphone/Tablet
Overcoming the challenge of making an abstract, serious game for mobile through intelligent theming, emotional appeal, and using UI to nonverbally teach your mechanics to your players.

Posted by Drew Giovannoli on 02/27/15 03:53:00 pm in Business/Marketing, Indie, Smartphone/Tablet
For our ASO class in the "Indie Game Promotion Tactics" series, we'll talk to Jai Jaisimha, Ph.D CEO, Founder of Appnique who has had mobile and analytics career since 1989. Below are class notes, tools, and game links from the video.

Posted by Kee-Won Hong on 02/27/15 03:08:00 pm in
Success in business and battle is often found in being where your competition is not; Let's consider creating a Blue Ocean at the intersection of two well known concepts by removing the distinction between 'video' and 'tabletop'.

Posted by Kayne Ruse on 02/27/15 03:08:00 pm in Programming
A programming shortcut when dealing with a large enumeration, processed by a switch statement. A rare corner case, but I thought it might be useful to somebody.

Posted by Cody Olivier on 02/27/15 03:08:00 pm in Programming, Indie
I discuss how we use normal Behavior Trees components to give the bosses in FireFight an AI style reminiscent of bosses from retro shooters and Legend of Zelda which is easily testable and extensible.

Posted by Jonathan Bailey on 02/27/15 03:08:00 pm in Design, Indie
Several weeks ago we began building a match game tool. We played and analyzed many match games to deconstruct their mechanics. In this article we share our findings.