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December 22, 2014
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December 22, 2014
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Updates » Indie
Gamasutra's Best of 2014: Simon Carless' Top 5 Games  
by Simon Carless [12.22.14]
"I'm super happy that lists of best games are getting a lot more personal. I tend to like titles which appeal to my borderline ADD issues - quick replayable games that have some interesting skill elements."
Console/PC, Smartphone/Tablet, Indie

KerbalEdu announced, a teacher-friendly Kerbal Space Program  
by Phill Cameron [12.22.14]
Kerbal Space Program's developer Squad has teamed up with TeacherGaming to develop KerbalEdu, a teaching-focused version of the wildly popular indie game.
Console/PC, Indie, Design, Business/Marketing

Blog: Thank God I'm an Indie Dev 2
by Gamasutra Community [12.22.14]
"I'm lucky to work at an awesome company that encourages creativity and independence... they believe it creates a stronger, more creative company with tremendous energy."
Indie, Production

Making Before : A 'collective consciousness game' of survival  
by Phill Cameron [12.22.14]
We talk with Bill Lowe, creator of Before, about developing a group-survival sim, signing with Facepunch studios, and getting featured at The Game Awards.
Console/PC, Indie, Design, Business/Marketing

Gamasutra's Best of 2014: Brandon Sheffield's Top 5 'research' games 6
by Brandon Sheffield [12.19.14]
"In order to make sure I'm on the right track, sometimes I like to ground myself by playing games that have similar systems or elements to what what we want to achieve."
Console/PC, Indie, Design

How to solve the PC resolution problem 16
by Gamasutra Community [12.19.14]
"One of the biggest problems with creating a PC game is figuring out what resolution to use, and how to give the users the same experience regardless of the size of screen with which they view the game."
Console/PC, Indie, Programming, Art

Our indie game bombed... But a year later, we've sold 100,000 copies 4
by Gamasutra Community [12.19.14]
A year after bombing, a developer comes back to report: "One year ago we released Ethan: Meteor Hunter on PC -- we sold 127 units. As of today, we have sold 112,567 units."
Console/PC, Indie, Business/Marketing

Take care of yourself: A tip from the 2014 Game Career Guide  
by Staff [12.19.14]
In this edition, Frog Fractions developer Jim Crawford offers some advice for indies and student developers: take care of yourself and your team, so you (and your game) don't fizzle out!
Console/PC, Indie, Business/Marketing

Game audio pillars  
by Gamasutra Community [12.19.14]
"The thought here is to provide high-level transparent goals for the audio department within a development environment, and to serve as a series of checks and balances by having a longer term strategic outlook."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio

Gamasutra's Best of 2014: Leigh Alexander's Top 5 Games 6
by Leigh Alexander [12.19.14]
Here are the five games that I think were most important this year; most expressive of the year, most likely to be remembered (by me) in later years. I like games that feel good and have something to say.
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Gamasutra's Best of 2014: Phill Cameron's Top 5 Games 2
by Phill Cameron [12.19.14]
2014 marked a year where the best games were those that experimented with new ways to play, both from a mechanical and a narrative viewpoint.
Console/PC, Smartphone/Tablet, Indie, Design

Blog: My personal C# coding guidelines for 2014 6
by Gamasutra Community [12.19.14]
"I have had a number of influences on deciding these including learning from my peers, working on a variety of personal and professional projects, and reading a variety of blog posts."
Console/PC, Smartphone/Tablet, Indie, Programming

Blog: How we attacked Early Access - The good, bad, and ugly 14
by Gamasutra Community [12.19.14]
"It may seem madness to pay $20 for a game that will eventually be free-to-play, but players did! And we didnít deceive them into doing it either."
Console/PC, Indie, Production, Business/Marketing

Creating AI: How I learned to stop worrying and love the bots 4
by Gamasutra Community [12.19.14]
"Prismata presents many new and unique challenges that make it different from a traditional RTS.†Our goal is to design an intelligent, dynamic, and flexible AI system to allow players to have the most fun."
Console/PC, Indie, Programming

Heads up: Security vulnerability discovered in git clients 3
by Christian Nutt [12.18.14]
"A critical Git security vulnerability has been announced today, affecting all versions of the official Git client," GitHub says. An update is live for its services, but everyone using git should be careful.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Game a week: A year in review 3
by Gamasutra Community [12.18.14]
52 weeks, 52 games. Adriel Wallick looks back at what she accomplished in 2014: "My brain is exhausted and I'm sad that it's over, but I'm excited to move onto what's next for me in games."
Console/PC, Indie, Programming, Design, Production

Gamasutra's Best of 2014: Christian Nutt's Top 5 Games 3
by Christian Nutt [12.18.14]
A surprising year for Gamasutra editor Christian Nutt, who ended up loving games he wasn't even anticipating -- all smaller in scope but better in execution than the big guys' titles.
Console/PC, Indie, Design

Postmortem: Xeodrifter, a five-month Metroidvania project 4
by Gamasutra Community [12.18.14]
Renegade Kid's Jools Watsham delivers a comprehensive take on the emergency project his studio needed to get out by the end of 2014: What went into it, and what came out of it -- right and wrong.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Comprehensive and elegant memory pooling for Unity 4
by Gamasutra Community [12.18.14]
"We set out to build a framework for comprehensive and flexible pooling under Unity. The main goal was to offer as much control for tailoring and customization as possible all the while delivering streamlined performance."
Console/PC, Smartphone/Tablet, Indie, Programming

Communication for the win: Helping teams work together  
by Gamasutra Community [12.18.14]
Good communication: "From AAA teams to little indie outfits like us, nearly every developer has to confront this reality at some point. Still, I have seen firsthand that this can make or break a project."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production