The Evolution of Puzzle Craft by Artur Ganszyniec[10.25.12]
On the road to smartphone success, there significant are challenges -- game design, business model, and look and feel. How did one developer navigate those waters? This candid look back examines all of these crucial elements of building a mobile game.
Design, Indie, Smartphone/Tablet
A Game Studio in the Clouds by Emeric Thoa[10.19.12]
How does an indie studio come together -- and ship games together -- if they're not located in the same city? Emeric Thoa, former Ubisoft developer and current creative director of The Game Bakers, explains what tech and techniques can make it work.
Business/Marketing, Indie
Guerrilla Multiplayer Development by Ernest Woo[09.13.12]
What's the best way to get a networked game up and running on a smartphone? For his space battle game ErnCon, Ernest Woo investigated existing network techniques and integrated them together, coming up with a solution useful to iOS and Android developers, which he shares within.
Design, Indie, Smartphone/Tablet
Kickstarter for the Average Indie by Keith Burgun[09.12.12]
Much has been made of the major success of companies like Double Fine and inXile have found with Kickstarter -- but what can an average small team with a solid idea expect? Dinofarm Games developer Keith Burgun recounts a tale of two Kickstarters: one failed, one successful.
Business/Marketing, Indie
Steam Greenlight: Developers Speak Out by Mike Rose[09.05.12]
What do indie developers think of Steam Greenlight, which launched last week to a huge influx of entries? Gamasutra speaks to a host of developers about their expectations, hopes, dreams, and -- most importantly -- their first impressions and results from the fledgling service.
Business/Marketing, Indie
Gamasutra's Kickstarter Survey: The Results by John Polson[08.31.12]
Last month, Gamasutra and IndieGames undertook a survey to find out what motivates players to back -- or not back -- Kickstarters for games, and in this article, we share our results with the readers, shining a light on information you need to know before you go for crowdfunding.
Business/Marketing, Indie
Effective Co-Op Design by Tim Keenan[08.24.12]
What does it take to really implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue -- discussing the challenges and triumphs of building in the mode for his indie game.
Design, Indie