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October 23, 2014
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October 23, 2014
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Updates » Indie
Blog: Solving a problem I never had - the new Steam curation 13
by Gamasutra Community [10.01.14]
A critical look at Steam's new curation system, with some suggestions on how it could be improved: "curation, in its current state, benefits developers far more than actual Steam users."
Console/PC, Indie, Business/Marketing

When a game misses its release window by four years Exclusive 2
by Mike Rose [10.01.14]
Back in the summer of 2010, I covered an intriguing music-based shooter called Substream on IndieGames.com. Four years later, Bradley's email address popped up in my inbox again, complete with a new trailer for the game.
Console/PC, Indie, Business/Marketing, Exclusive, Video

GDC 2015 is now open for registration! 2
by GDC Staff [10.01.14]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2015 is now open for registration!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Synchronizing gameplay and animation with music 3
by Gamasutra Community [10.01.14]
"Humans learn that when we see and hear things happening concurrently we can try to draw an association. So when it comes to syncing up music and game events, timing is extremely important."
Console/PC, Indie, Programming, Design

Making fast-paced multiplayer networked games is hard 7
by Gamasutra Community [10.01.14]
A practical guide to making internet play work -- the challenges and the solutions -- from an indie who wants to see more online indie games.
Console/PC, Indie, Programming

Blog: 5 things I learned from XCOM 12
by Gamasutra Community [10.01.14]
A list of lessons learned over months play, including "pump so much theme into your game that it cracks and bleeds theme blood all over the player."
Console/PC, Indie, Design

A guide to breaking away and striking out on your own 23
by Gamasutra Community [10.01.14]
How Ethan Levy went from EA to success on his own: "There are a few critical lessons to learn if you are accustomed to having a steady income stream and a team of people whose mere presence holds you accountable."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Don't Miss: Gamasutra's new podcast, Talking Devs - Desert Golfing 3
by Staff [09.30.14]
This is the first in a new podcast series from Gamasutra, called Talking Devs. The pilot episodes sees Bennett Foddy and Douglas Wilson discussing Desert Golfing on mobile.
Smartphone/Tablet, Indie, Design

Find out how to make games for a YouTube audience, at GDC Next 2014 1
by Staff [09.30.14]
GDC Next 2014 featuring ADC has two new talks to announce today: One about the keys to making a a game that goes viral; another about cross-platform games for the web and mobile.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC Next, GDC

Fire Hose Games' accelerator program aims to offer indies what they need  
by Christian Nutt [09.30.14]
Indie Megabooth co-founder Eitan Glinert has launched a program to help out small developers: an incubator, modeled after those in the tech world, and located at his Boston-based studio, Fire Hose Games.
Console/PC, Indie, Production, Business/Marketing

Has the new Steam clenched the holy grail of digital distribution? 8
by Gamasutra Community [09.30.14]
"I for one cautiously welcome our NewSteam overlords," writes Defender's Quest developer Lars Doucet, in this look at what the new Steam Discovery landscape has wrought.
Console/PC, Indie, Business/Marketing

52,000 buildings, 60 frames per second 5
by Gamasutra Community [09.30.14]
Solving the problem: "If you don't set hard coded limits, someone will play until they find another one -- memory, CPU, GPU, you name it."
Console/PC, Indie, Programming

Blog: What indie developers can learn from The Making of Karateka 3
by Gamasutra Community [09.30.14]
"The parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding story of struggle and success."
Console/PC, Indie, Design, Production

Blog: Learning games marketing from one of the greats 4
by Gamasutra Community [09.30.14]
"Donít bore your fans. Donít bore potential customers. Donít bore publishers. No one will be bored into buying your game, vision or company."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Beautifully economic art: How 80 Days did it 10
by Gamasutra Community [09.30.14]
How the 80 Days devs generated great-looking art on the cheap: "What art style can we use that's economical, practical, beautiful and expressive? From where can we draw inspiration?"
Console/PC, Smartphone/Tablet, Indie, Art, Production

Blog: How RPGs got me through my parents' divorce 5
by Gamasutra Community [09.29.14]
"At a time of life when my world was unravelling and shrinking, the game world provided a place of vast exploration."
Console/PC, Indie, Business/Marketing

Don't Miss: The very good reasons for Bennett Foddy's mad Speed Chess Exclusive 4
by Leigh Alexander [09.29.14]
"I hate chess," independent game developer Bennett Foddy tells Gamasutra. "It focuses heavily on three things I am bad at: thinking ahead, book learning, and waiting for a really long time."
Console/PC, Indie, Design, Exclusive

This Week in Video Game Criticism: Into the Loot Cave of Destiny  
by Zach Alexander [09.29.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the danger of stereotypes to the Loot Cave of Destiny.
Console/PC, Social/Online, Indie, Design

The designer's production guide 1
by Gamasutra Community [09.29.14]
How to remove "much of the risk of creating a monster concept that would, ultimately, eat your company, money, and team."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production

A dev's view of the White House Game Jam  
by Gamasutra Community [09.29.14]
"By bringing together developers with a variety of roles and from a variety of places, the organizers have enlivened the conversation of what it means to make educational games."
Console/PC, Indie, Production