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May 5, 2015
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Updates » Indie
Tips for how to design and develop free-to-play games 1
by Gamasutra Community [04.03.15]
"The way to conceive and plan the design of a free-to-play game is quite different than for other game models. We’d like to offer the following tips on how to make your games attractive so you can monetize them."
Smartphone/Tablet, Indie, Design, Production

Blog: It all starts with (good) intentions 1
by Gamasutra Community [04.03.15]
"Whether you call them guidelines, pillars, objectives, or mantra, it is the long-term vision, the global idea of what you want to do with your project. You should keep it to the essential."
Indie, Design

Charting Out There's long and difficult journey to completion 7
by Gamasutra Community [04.03.15]
The acclaimed space game took its development team on a rough ride. This candid diary-style postmortem takes you from before its conception up through its completion and release.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

This Week in Video Game Criticism: The Hard Sell of Battlefield Hardline 2
by Johnny Kilhefner [04.02.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from the financial expectations of going indie to the critical reception of Battlefield Hardline.
Console/PC, Indie, Design

Don't Miss: A rational approach to racing game track design 12
by Luke McMillan [04.02.15]
In this classic feature, Gamasutra takes an in-depth look at racing game track design, comparing two arcade titles (Initial D and Maximum Tune) while contrasting them against the Gran Turismo series.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Square Enix adds new platforms and funding options to Collective  
by Alex Wawro [04.02.15]
Square Enix has expanded its Collective development crowdfunding platform to mobile and digital games, and the company itself is now willing to directly fund some developers -- up to $250k.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Building a server for an indie MOBA/MMORPG 7
by Gamasutra Community [04.02.15]
"Servers are another tool in our tool-set; we can mount a server for big data storage and use external server for real-time. Let's explore the kind of servers you can choose nowadays."
Console/PC, Smartphone/Tablet, Indie, Programming

IGF China 2015 calls for pan-Pacific indie game submissions  
by Staff [04.02.15]
The Independent Games Festival China – which takes place in October alongside GDC China in Shanghai – is accepting indie game entries from the pan-Pacific area from now through July 20th.
Console/PC, Smartphone/Tablet, Indie, Design, GDC China

Squeezing more juice out of your game 3
by Gamasutra Community [04.02.15]
"There is a part of game feel that is amusing to work on, and that yields great results as soon as your core gameplay is rock solid. This is what, since the rise of casual gaming, we call game juice."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design

Automated transparent development: Keeping your fans updated all the time 7
by Gamasutra Community [04.02.15]
How to keep your community in the loop -- automatically. "It consists of four things: Public to-do list, automated progress tracker, nightly build server, and in-game crash logger + remote server listener."
Indie, Programming, Business/Marketing

April Fool's Day in the game industry: A retrospective 7
by Alex Wawro [04.01.15]
From Street Fighter's fake character to Irem's fake console, Gamasutra looks back at classic April Fool's Day hoaxes in the game industry that made us laugh, groan, or simply shake our heads.
Console/PC, Indie, Business/Marketing, History

Nobody ever reads tutorials - Here's what worked for our game 6
by Gamasutra Community [04.01.15]
"We found that the old adage 'I hear and I forget. I see and I remember. I do and I understand' is true for game tutorials too."
Smartphone/Tablet, Indie, Design

Registration is now open for GDC Europe 2015  
by Staff [04.01.15]
Heads up, developers: You can now register early at a discounted rate to attend this year's GDC Europe, which will once again be held in Cologne, Germany August 3rd and 4th.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

6 lessons for game devs from Facebook's F8 1
by Gamasutra Community [04.01.15]
"As a game developer, chances are you’re involved with Facebook in one form another. What relevant lessons or announcements did F8 2015 offer game developers?"
Smartphone/Tablet, Indie, Business/Marketing

Video blog: Gameplay depth versus variety 5
by Gamasutra Community [04.01.15]
"Gameplay depth comes not from the NUMBER of decisions, but from the quality of the choices and their importance to the outcome of the game."
Console/PC, Smartphone/Tablet, Indie, Design

The curious alternative distribution of Samorost 2: Newspaper stands 2
by Brandon Sheffield [04.01.15]
They released each "newspaper" version of the game 6 or 7 months after the proper release of the game. "It was kind of an experiment," says Amanita's Jakub Dvorský.
Console/PC, Indie, Business/Marketing

Game Design Deep Dive: Tapping to control musical monkeys in Jungle Rumble 2
by Trevor Stricker [04.01.15]
How do you make a musical action game that isn't simply monkey-see, monkey do? This Deep Dive takes you into the design of Jungle Rumble, a rhythm game that isn't typical.
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production, Deep Dive

Japanese devs will soon be able to pitch games using Bandai Namco IP  
by Alex Wawro [03.31.15]
UPDATE Bandai Namco will soon start fielding pitches from local developers to make games that use characters from select franchises in its IP catalog, including properties like Pac-Man, Galaga and Dig Dug.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

10 secrets to extend your game's life 4
by Gamasutra Community [03.31.15]
"Many of these methods revolve around ways to get players to replay content or leveling systems in a new way, often incorporating some algorithmic changes or content changes."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Benchmarking HTML5 performance on consoles, phones, and browsers 7
by Gamasutra Community [03.31.15]
"Is HTML5 capable of branching out into our living rooms? To sit alongside Master Chief, Mario, and Sonic, providing gameplay snacks whilst that latest patch for your favorite game is downloading?"
Console/PC, Smartphone/Tablet, Indie, Programming