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August 22, 2014
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August 22, 2014
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Updates » Indie
3 vital game dev lessons from the Yogventures Kickstarter 2
by Gamasutra Community [08.20.14]
Attorney Zachary Strebeck pulls apart the ill-fated Kickstarter to share lessons all developers should keep in mind when crowdfunding.
Console/PC, Indie, Business/Marketing, Crowdfunding

Video blog: 'We just need to stick to our guns, to our creativity' 4
by Gamasutra Community [08.19.14]
Paul Taylor of Mode 7 Games offers some thoughts about the commercialization of indie touched off by his visit to Gamescom last week.
Console/PC, Indie, Design, Business/Marketing

Don't Miss: How to get your game covered by YouTubers Exclusive 11
by Mike Rose [08.19.14]
Gamasutra editor Mike Rose returned to GDC Europe this year to give a talk on the best ways to get in touch with YouTubers. Here, you'll find a written version of the talk.
Console/PC, Indie, Business/Marketing, Exclusive

IGDA: Valve is the #1 place developers want to work 2
by Alex Wawro [08.19.14]
Data culled from a recent survey conducted by the International Game Developers Association suggests that most developers would choose to work at Valve over any other company, even their own.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Recruitment

GDC GM Meggan Scavio calls for speaker diversity at GDC 2015 2
by GDC Staff [08.19.14]
Game Developers Conference general manager Meggan Scavio explains her plans to expand the diversity of the community interacting at the 28th annual GDC next March.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The origins of Archmage Rises, and how popularity followed 4
by Gamasutra Community [08.19.14]
After making a splash with his blog post "Why I've said goodbye to mobile in favor of PC," Archmage Rises dev Thomas Henshell explores where his game came from and where it's going.
Console/PC, Indie, Design, Business/Marketing

Designing a 2D jump 7
by Gamasutra Community [08.19.14]
The design (and a bit of the math) behind 2D jumps -- what makes them feel good and how you can implement them in your game, as taught by the classics.
Console/PC, Indie, Programming, Design

Creating the cartoony visuals of Catlateral Damage 2
by Gamasutra Community [08.19.14]
Developer Chris Chung shows you his workflow for creating the Katamari-inspired toon-shaded visuals for indie hit Catlateral Damage.
Console/PC, Indie, Art

Blog: How does open-source game development work? 2
by Gamasutra Community [08.19.14]
A quick-and-dirty but informative and interesting interview with the lead developers behind open-source, community-developed game Battle for Wesnoth about how that all works.
Console/PC, Indie, Programming, Production

Composition in level design: An in-depth examination 6
by Gamasutra Community [08.19.14]
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Console/PC, Indie, Art, Design

This Week in Video Game Criticism: From Critical Let's Plays to a History of Mobile Games  
by Zolani Stewart [08.18.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zolani Stewart on topics ranging from the rising tide of Youtube games criticism to a history of mobile games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Cloned at Birth - The story of Vlambeer's Ridiculous Fishing  
by Staff [08.18.14]
A centerpiece in the debate over the cloning of of games, developer Vlambeer shares the story of its award-winning Ridiculous Fishing -- a game that found success through sheer force of will.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

For developers, the hardest path yields more XP 3
by Gamasutra Community [08.18.14]
"Do not listen to people who are afraid of failure." -- that's the mantra of designer Mark Venturelli, who offers tips on the hard road to becoming a better game designer.
Console/PC, Indie, Design

A new perspective on the dark side of the 'race to the bottom' 24
by Alex Wawro [08.18.14]
One experienced indie developer has published a rant on his company blog that evinces some of the uncomfortable truths of the digital game market -- even as it eviscerates some of its participants.
Indie, Business/Marketing

A guide to submitting to the Unity Asset Store 4
by Gamasutra Community [08.18.14]
From getting your package ready to submitting and updating, this guide to the Unity Asset Store should help you get started with your submissions.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing

How to get your game rated 3
by Gamasutra Community [08.18.14]
Getting your game rated by the ESRB, PEGI, or other ratings orgs can be a surprisingly daunting task. This guide from NinjaBee (A Kingdom for Keflings) should help.
Console/PC, Indie, Business/Marketing

Women writers share their thoughts on sexism in the game industry 31
by Alex Wawro [08.15.14]
A Polygon feature on women writers offers solid insight into what it's like to be a contemporary woman writing for entertainment, with commentary from writers working in the game industry.
Console/PC, Indie, Production

Don't Miss: Digging down to business - Shovel Knight planning and sales 47
by Gamasutra Community [08.15.14]
Yacht Club Games' David D'Angelo shares the success story of Shovel Knight -- from Kickstarter to Steam champion, detailing sales that surprised even the game's team.
Console/PC, Indie, Business/Marketing

Xbox downloadable games can now be sold in retail stores  
by Alex Wawro [08.15.14]
Microsoft has begun selling codes for downloadable Xbox games and content on physical cards at retailers in the U.S. and the United Kingdom, seemingly in an effort to drive sales of digital goods.
Console/PC, Indie, Business/Marketing

Blog: Games for girls? How about games for everyone? 34
by Gamasutra Community [08.15.14]
"I think developers should be making more gender-neutral games, rather than just trying to 'balance out' the many male-targeted games with female-targeted ones."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing