Gamasutra - Blogs /blogs/ John Polson's Blogs Thu, 03 Sep 2015 08:54:24 EDT en-us (Simon Carless) Getting personal with the press, and getting coverage for your game - by John Polson Business/Marketing,Console/PC,Indie,Smartphone/Tablet Behind the games press are tons of fascinating individuals, all with different approaches to their jobs. Learning about those individuals and what they cover are great ways to get coverage for yourself. Mon, 11 Aug 2014 05:52:00 EDT Korean indies unite for experimental game festival 'Out Of Index' - by John Polson Business/Marketing,Console/PC,Indie,Social/Online,Smartphone/Tablet The developers behind IGF Student Finalist Palette, Rooms, Sugar Cube, 6180 the moon, and semi-secret indie organization GameAde have joined to bring a bit of Experimental Gameplay Workshop-inspired curation to Korea. Fri, 23 May 2014 08:09:00 EDT IndieBox ships limited edition mystery games, aims to stop the "race to the bottom" - by John Polson Business/Marketing,Console/PC,Indie "Developers need a new support funnel" to prevent the "race to the bottom," says James Morgan of IndieBox, a service which days ago shipped its first mystery game to around 10 of the 60 countries it supports. Tue, 20 May 2014 10:42:00 EDT Sleepy Time: a music game about depression, ritual, and insomnia - by John Polson Design,Console/PC,Indie Turkish dev Kayabros have released a rhythm game about depressed people trying to sleep. Atypical for the genre, the songs played and the instrument used address taboo issues. Thu, 08 May 2014 04:10:00 EDT alt.ctrl.discuss: how A Dozen Sliders can help solve effective interaction - by John Polson Design,Console/PC,Indie "Effective interaction with the player is an unsolved problem, and even the biggest companies struggle to innovate and push the boundaries," explains Robin Baumgarten, developer of the one-dimensional, easy-to-use A Dozen Sliders. Wed, 30 Apr 2014 10:09:00 EDT Creating the mid-air battle arena ballet called Rockets Rockets Rockets - by John Polson Business/Marketing,Design,Production,Console/PC,Indie Steambirds dev Andy Moore discusses his sky-high multiplayer battler and its balance of realism and fantasy, bypassing Steam Greenlight, a quick solution for online multiplayer, and AI design with teammate Kimberly Voll. Wed, 30 Apr 2014 10:07:00 EDT