Okay, hopefully I won’t get too behind on these, but here is a big list o’ links to catch up for the past week of no posts!
This is a theme I repeat often, and not enough. Make games by making games. It’s that simple.
Rami Ismail usually introduces himself as “one half of Vlambeer,” the Dutch indie studio behind games such as Ridiculous Fishing and Nuclear Throne; the other half is designer Jan Willem Nijman. In a keynote address at IndieCade East 2014 today, Ismail chronicled both of their lives, from birth to
Free indie developer conference content, House of Cards can wait!
Last month, Valve invited select developers to Washington for its first-ever conference. Now, anyone can watch the presentations on the web. …
This is a really great insight into what it takes, and how much it takes, to make it through Steam Greenlight. I’m not too thrilled to see buying votes (“We promised each member who voted for us … a free copy of the game”) is part of the process, but I also have to admit that the the free copies given away are no worse than low/no paying bundles and probably resulted in many more votes.
How did the developers of a hidden object game get through the Steam Greenlight process — when the service’s fans are notoriously negative about casual titles? …
I didn’t get time to write up any thoughts on the Flappy Bird saga (suck it King, I called it a saga!), but with this post there is no need. Jeff makes the point better than I could have.
We all have our little mantras we use to get through the day. After I started writing games in 1994 and went full-time in 1995, I soon came to a conclusion about the people who do what I do for a living: “These people are all crazy.”Then, as I
Some really good comments from Tim on dealing with the launch of Broken Age, particularly how the press and outsiders had an established a narrative for the state of the game and were more interested in confirming that story rather than looking at the facts. Great advice here for small studios who handle their own PR.
Double Fine founder shares lessons from Broken Age Act 1, confirms funding secured for Broken Age Act 2
Looking at porting an existing game to Unity? Robert has the first post up on what it’s taking to port Dear Esther. His prior article is also worth reading for some experience in outsourcing a port, and where that can go wrong.
So I thought I’d do a follow-up to my previous post on the Dear Esther Unity port with a little more detail for those of you who are curious about exactly how I managed it and some of the tools I used: Overall, I’d estimate Dear Esther to be
I love this post from Cliff because I had also fallen into the trap of thinking in terms only of what exists now ported to virtual reality. Now I’ve got all kinds of ideas for pushing the envelope, and really want to order an Oculus Rift – I just need that whole “doesn’t work with coke bottle glasses” thing solved.
DISCLAIMER: I’m an investor in the Oculus Rift. I’m also a believer in the technology. I think it will be truly game changing, not only in games, but also in many, many other fields. I am NOT an official spokesperson for the technology and I consider many of the
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