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California copyright lawyer Zachary Strebeck examines the reasons for registering a copyright and why it may be necessary if you plan to file a DMCA takedown notice.

Posted by Aaron Chapin on 04/16/14 01:01:00 pm in Programming, Production, Console/PC, Indie
Our Global Game Jam Game, ARE, we needed levels that were procedurally generated on the fly. In this post, I outline how I set about implementing this feature in the little time I had.

Posted by Suzanne Ritter on 04/16/14 12:23:00 pm in Design, Programming, Art, Console/PC
Racing video games have come a long way in the past 50 years... this infographic charts their ascent from the arcade to the all-action blowout of console games today.

Posted by Nico Saraintaris on 04/16/14 11:19:00 am in Design, Production, Indie, Smartphone/Tablet
Diego Cathalifaud is a really interesting gamedev from Santiago, Chile. In this Q&A he talks about roguelikes, game design, favourite devs and yelling!

Posted by Dee Pennyway on 04/16/14 11:15:00 am in Business/Marketing, Production, Console/PC
Imagine the scenario: a massive repository of bug fixes and new features, a hungry community waiting for a patch, and limited time and resources for thorough testing. How do you make sure the patch is stable before releasing it?

Tracy Fullerton attends RIT's Digital Humanities Distinguished Speaker Series and reflects on her experiences using atypical narrative to drive games towards a sense of "sublime."

Posted by Travis Jones on 04/15/14 07:51:00 pm in Programming, Production, Console/PC, Indie
After it was announced that Unity would support PSM Vita games, I decided to try deploying my current project to my Vita. These are the steps I followed and some useful information about the process.

This article analyzes the virtual reality controller patent landscape by identifying patenting trends in the area, key patent holders in the area, and potential risks faced by new companies entering the virtual reality gaming space.

Posted by Joshua McGrath on 04/15/14 01:31:00 pm in Audio, Design, Production, Art, Console/PC
Differentiating a demo from a full game. Our reach exceeds our grasp. Part Three of the subjective post-mortem of Cube & Star: An Arbitrary Love. Developed in Unity, by a single man. Winner of Intel LevelUp and IndieCade finalist

Posted by Harry Mack on 04/15/14 01:26:00 pm in Audio, Indie
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. This entry focuses on Asian music.