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Tenets of Videodreams, Part 3: Musicality
Post Mortem: Minecraft Oakland
Free to Play: A Call for Games Lacking Challenge
[
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Cracking the Touchscreen Code
[
3
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10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
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June 7, 2013
NPD: Behind the Numbers, October 2011
NPD: Behind the Numbers, September 2011
[
1
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The Crowdfunding Revolution: Making Your Choice
[
23
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Features
Features
» Console Digital
NPD: Behind the Numbers, October 2011
 
by
Matt Matthews
[11.14.11]
Gamasutra analyst Matt Matthews breaks down U.S. retail video game sales for the month of October, as reported by the NPD Group, and additionally touches on global sales of third-party publishers.
Business/Marketing
,
Console/PC
,
Console Digital
NPD: Behind the Numbers, September 2011
1
by
Matt Matthews
[10.17.11]
Gamasutra's comprehensive breakdown of NPD Group's U.S. physical video game retail sales estimates for September exhibit how Xbox 360 hardware is "defying gravity" with a higher price and higher sales than competition, and how
Madden
and
Gears of War 3
saved the month.
Business/Marketing
,
Console/PC
,
Console Digital
The Crowdfunding Revolution: Making Your Choice
23
by
R. Hunter Gough
[05.05.11]
In the second part of our series on crowdfunding, we compare and contrast the different funding options available to game developers, so you can choose the one that fits best for you -- including a useful chart, and quotes from many of them.
Business/Marketing
,
Interview
,
Indie
,
Console Digital
Postmortem: Team Meat's
Super Meat Boy
42
by
Edmund McMillen
,
Tommy Refenes
[04.14.11]
In this Game Developer Magazine postmortem, Edmund McMillen and Tommy Refenes candidly discuss the development process of smash Steam and Xbox Live Arcade hit
Super Meat Boy
, diving into the punishing process that lead to the retro revitalization that took hardcore gamers by storm.
Audio
,
Business/Marketing
,
Design
,
Postmortem
,
Production
,
PC
,
Console/PC
,
Indie
,
Console Digital
Steve Swink On The Art Of Experimental Games
17
by
Christian Nutt
[04.08.11]
Indie Fund
Shadow Physics
developer Steve Swink discusses creative inspiration, the realities of developing games in a fiscally-driven world, and how
Braid
and
Portal
profoundly influenced his conception and understanding of development.
Design
,
Interview
,
Indie
,
Console Digital
Coming Together: The Indie Open House
1
by
Brett Bates
[03.29.11]
What do indie developers get out of working together in a shared office environment? GameSpy's Indie Open House selected six teams to work in its San Francisco offices, and Gamasutra speaks to the developers about the experience.
Business/Marketing
,
Design
,
Interview
,
Indie
,
Console Digital
Postmortem: Mediatonic's
Monsters (Probably) Stole My Princess
3
by
Jim Griffiths
,
Paul Croft
[03.17.11]
In this extremely in-depth postmortem, Mediatonic's head of games Paul Croft and producer Jim Griffiths look back on the development of the PlayStation Mini/Xbox Indie (and more) title
Monsters (Probably) Stole My Princess
, which performed well despite some major snags.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Art
,
Indie
,
Console Digital
Schafer Admits Fantasy Of Flatulence On Youth
9
by
Christian Nutt
[02.11.11]
Double Fine creative director Tim Schafer and Lee Petty, the art director who leads the studio's new downloadable game
Stacking
, discuss creative drives, working with publishers, and more.
Business/Marketing
,
Design
,
Production
,
Art
,
Interview
,
Console Digital
The Reasons Behind
SpyParty
27
by
Brendan Caldwell
[01.10.11]
The designer-programmer of the upcoming
SpyParty
delves into his creative ethos and how he sees the industry in this interview that takes in the game's design and the shape of today's indie and mainstream spaces.
Design
,
Interview
,
Indie
,
Console Digital
Postmortem: Mommy's Best Games'
Explosionade
16
by
Nathan Fouts
[01.05.11]
Enthusiastic independent developer and Xbox Live Indie Games repeat offender Nathan Fouts comes back with a postmortem of
Explosionade
, a game conceived to be developed in one month to help with cash flow for his studio's efforts in developing larger titles.
Design
,
Postmortem
,
Programming
,
Production
,
Art
,
Indie
,
Console Digital
1
2