by Kris Graft [08.18.10]
The gaming megacorporation's indie competition was met by skepticism -- even cynicism -- from some corners, so Gamasutra sits down with Activision development SVP Laird Malamed to find out the real deal.
by Jeroen van der Heijden [07.28.10]
Dutch usability research house Valsplat's Jeroen van der Heijden shares details and insights from playtesting Ronimo's popular WiiWare strategy title throughout its conversion to PlayStation Network.
by Michael Samyn, Auriea Harvey [07.22.10]
Tale of Tales' Michaël Samyn and Auriea Harvey talk about their lauded indie game The Path from inception to post-release, taking in creative drives and methods, sales and critical reception -- and defining what inspiration and success mean in their own terms.
by Christian Nutt [05.24.10]
A chat with the co-founders of the Toronto-based indie (Might & Magic: Clash of Heroes, Critter Crunch) about their development style, the local scene, their future, and more.
by Nathan Fouts [05.18.10]
Indie developer and Insomniac alum Nathan Fouts writes a detailed report about his experiences promoting his Xbox Indie Games titles Shoot 1UP and Grapple Buggy at PAX East, with a detailed breakdown of costs and caveats.
by Eduardo Baraf [04.15.10]
Blue Fang Games' director of online and mobile games discusses the proper way to evolve a studio used to developing packaged, long-cycle products into one that operates quickly in the Facebook and iPhone arenas.
by Erik Svedäng [04.14.10]
The creator of the 2009 IGF Grand Prize winner Blueberry Garden shares the thought processes and inspirations that shaped his atmospheric exploration-based PC indie game, which he calls "a small stepping stone in trying to help evolve storytelling in games."
by Andrew Webster [03.23.10]
Three small Facebook game developers share stories of triumph and cautionary tales about trying to survive in a market quickly becoming dominated by companies like Zynga and Playfish.
by Array [02.09.10]
TV channels commissioning games, and developers who work with them -- what is the current state of this relationship, and where might it be headed? Gamasutra talks to Adult Swim, Channel 4, and Area/Code (Parking Wars) to find out.
by paul taylor [01.19.10]
Getting your game in front of fans is both increasingly possible thanks to the events springing up around the globe -- but should even indie developers run real-life promotions? UK indie developer Mode 7 Games details a real-life example.