Merging Waterfall and SCRUM  |
| Posted by Timothy Ryan on 02/07/12 06:15:00 pm
in
Production,
Console/PC
|
| How to marry both methods of scheduling and the benefits of doing both |  |
| Read More... | 3 Comments |
| What happened with Shadow Physics: An Introduction |
| Posted by scott anderson on 02/05/12 09:33:00 pm
in
Business,
Game Design,
Production,
Console/PC,
Indie
|
| First in a series of posts about the development of the cancelled indie game Shadow Physics |  |
| Read More... | 3 Comments |
The Pinch Artist (or, Contributors and Symbiosis?)  |
| Posted by Adam Saltsman on 01/25/12 09:33:00 am
in
Production,
Indie
|
| For game makers who are looking for a way to blow off some creative steam, donating a little bit of your time to helping someone else's game exist is a great way make the world better and still expand your own gameography and experience at the same time. |  |
| Read More... | 3 Comments |
Defender's Quest Deployment Strategy  |
| Posted by Lars Doucet on 01/23/12 02:28:00 pm
in
Business,
Game Design,
Production,
Console/PC,
Indie
|
| Most free demos aren't as easy to play as they should be. Here's some things we did to fix that. |  |
| Read More... | 6 Comments |
Lessons Learned from Localizing Canabalt  |
| Posted by Adam Saltsman on 01/17/12 01:28:00 pm
in
Production,
Indie
|
| At the end of 2011 we finally released an update to our popular game Canabalt that had support for something like 15 languages. If only for the sake of our own unreliable memories I wanted to record some of the things we learned during that process. |  |
| Read More... | 6 Comments |
How to Better Motivate Game Developers  |
| Posted by Keith Fuller on 01/13/12 10:20:00 am
in
Production,
Console/PC,
Serious,
Indie,
Social/Online,
Smartphone/Tablet
|
| In this Leadership piece reprinted from my company website I talk about different methods for motivating game developers. The material draws largely from Daniel Pink's excellent book, Drive. |  |
| Read More... | 7 Comments |