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January 30, 2015
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January 30, 2015
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Updates » Indie
A diary of compromises: The process of making Girl's Flu for Global Game Jam  
by Gamasutra Community [01.28.15]
One Global Game Jam participant looks back at the process involved in creating Girl's Flu, a 2D adventure game.
Indie, Programming, Design, Production

Road to the IGF: Drool's Thumper  
by Phill Cameron [01.28.15]
Marc Flury and Brian Gibson of Drool detail how they made the powerful audio of their IGF nominated game, Thumper.
Console/PC, Indie, Programming, Audio, Design

10 tips for game jamming, fresh from the Global Game Jam 1
by Gamasutra Community [01.28.15]
After learning a lot last year, one jammer writes that "problems arose on all sides, different problems of the previous year." Here's what he learned this time around.
Indie, Production

Game Design Deep Dive: The unique touchscreen action game controls of Helix 5
by Michael Brough [01.28.15]
Michael Brough, creator of games including 868-HACK and Corrypt, explains how he arrived at the unique control scheme of his iOS action game Helix.
Smartphone/Tablet, Indie, Design, Deep Dive

Perforce integrates P4D with Unity thanks to new open-source tool  
by Christian Nutt [01.27.15]
The popular version control package is now on the Unity store with a new, free, open-source integration tool.
Console/PC, Smartphone/Tablet, Indie, Programming

Don't Miss: When AAA developers went indie to make Endless Space 8
by Jeff Spock [01.27.15]
Amplitude, creators of the space-based 4X indie game Endless Space, reflect on the game's journey from conception in a 4th-floor Paris apartment (no elevator) in 2011 to its final 2012 release.
Console/PC, Indie, Design, Production

Making mobile games in the era of the the 30-second hook  
by Gamasutra Community [01.27.15]
"We discovered is that the first 30 seconds are the most crucial. That became our most pressing concern -- how could we banish these preconceptions that our game was more than just a small experience on repeat?"
Smartphone/Tablet, Indie, Design

Learn to write better sex, liars and mobile games at GDC 2015 1
by Staff [01.27.15]
How to write better sex, liars and mobile games: GDC officials highlight a handful of great narrative-focused GDC 2015 talks.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Video blog: The characteristics of game boards 2
by Gamasutra Community [01.27.15]
"While we usually think of boards in conjunction with boardgames, many video games also use the equivalent of boards, 'fields of maneuver.'" This video-led post dives right into this rich seam of game design.
Console/PC, Indie, Design

Road to the IGF: Alex Beachum's Outer Wilds Exclusive  
by Phill Cameron [01.27.15]
Creative Director Alex Beachum and Producer Sarah Scialli explain the process of taking a USC Masters Thesis project and turning it into one of the most unique games of the year.
Console/PC, Indie, Design, Exclusive

We want your Global Game Jam blogs! 1
by Christian Nutt [01.26.15]
This past weekend, the Global Game Jam took place across over 500 sites around the world. Were you a participant? Blog about your experience and your game!
Console/PC, Smartphone/Tablet, Indie, Production

Does your mobile game or website comply with this new California law? 6
by Gamasutra Community [01.26.15]
"The new law requires these services to provide a mechanism by which minors can remove any information or content that they have posted on that service themselves (with a few exceptions)."
Social/Online, Smartphone/Tablet, Indie

Video: How Amplitude Studios tackles community-driven development  
by Staff [01.26.15]
At GDC Next 2014, Amplitude Studios' Jeff Spock spoke about how the studio practices open development by involving its fans, as well as the positive and negative lessons learned.
Indie, Business/Marketing, Video, Vault

Freelancers, contractors, and consultants don't work for free! 6
by Gamasutra Community [01.26.15]
A quick guide to working with outside collaborators: "Doing those 3 things above shows that you are a professional with a low budget, not a disillusioned idea person looking for free or cheap labor."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Patton's final battle: Publicity rights of deceased celebrities in games 3
by Gamasutra Community [01.26.15]
An in-depth blog post from attorney Dan Rogers covering how General George S. Patton's estate has sued a San Francisco-based game developer, and the grounds the legal challenge rests on.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Learn how to make your game just completely hilarious at GDC 2015 1
by Staff [01.26.15]
"Watch William Pugh desperately attempt to deconstruct The Stanley Parable to find an excuse for its success. Be amazed as he lists pre-prepared top tips for making your game funny" at GDC 2015.
Indie, Design, GDC

Postmortem: Space combat and trading sim Starpoint Gemini 2 5
by Gamasutra Community [01.26.15]
Mario Mihokovic, CEO at Croatia's Little Green Men Games, writes about what went right, wrong, and key takeaways from the development of space sim Starpoint Gemini 2.
Console/PC, Indie, Production, Business/Marketing

GDC 2015 partners with iam8bit to showcase the 'Wheel of Whimsy'  
by Staff [01.26.15]
For the fifth year running, iam8bit will delight GDC attendees with an interactive exhibit on the show floor. This time it's the Wheel of Whimsy, which is tied to four fun live-action minigames.
Indie, Business/Marketing, GDC

This Week in Video Game Criticism: From Formalism to Femmes Fatale  
by Kris Ligman [01.26.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the continued role of formalism in game studies to a Bayonetta style guide.
Console/PC, Indie, Design

Blog: A design dilemma in prop behavior 4
by Gamasutra Community [01.26.15]
"This turned in to more of a design rant more than a 'lesson learned' post, but one of my motivations for writing this was to hear from other designers how you approach a design challenge like this."
Console/PC, Indie, Design