April 2012
4 posts
Apr 15th
3 notes
Apr 13th
210 notes
Apr 13th
80 notes
Apr 13th
439 notes
March 2012
1 post
Mar 20th
12 notes
February 2012
1 post
5 tags
Feb 7th
December 2011
2 posts
Dec 6th
Dec 3rd
560 notes
Dec 1st
709 notes
Dec 1st
November 2011
11 posts
Nov 29th
Nov 29th
Nov 26th
11 notes
Nov 26th
ListenWe’re throwing some chiptune inspiration...
Nov 26th
Nov 23rd
690 notes
3 tags
ListenSo i make music too but that’s a whole other...
Nov 23rd
1 note
Nov 22nd
5 notes
Black Friday
I’m taking advantage of Black Friday this year. copping a ps3. 2 games, a wireless controller, and month of PSplus for 200 bucks. Thank you for taking my money Gamestop.
Nov 22nd
October 2011
1 post
11 tags
Oct 4th
973 notes
September 2011
59 posts
2 tags
Sep 28th
13 notes
2 tags
Weird Controls, or Reinventing the Wheel [Indie... →
Experimenting with new interaction is important. Without it, we would never fully explore new interfaces. And yet, new ways of controlling games often feel forced. The developer reinvents how to jump by tying it to the release of a button rather than pressing it. She crafts a system for issuing orders to units through complicated gestures rather than selection and clicking. Weird controls...
Sep 28th
3 tags
TOBE’S VERTICAL ADVENTURE – INTERVIEW →
Raymond Teo’ of ‘SECRETBASE’ developers of ‘Tobe’s Vertical Adventure’ got together with us this week for an interview on ‘Tobe’s’ first retail title. To someone who doesn’t know, how would you describe ‘Tobe’s Vertical Adventure’ to them? Raymond: ‘Tobe’s VA’ (Tobe’s Vertical Adventure) is sort of a retro platformer. You can play as either ‘Tobe’ or ‘Nana’, each with their own ability,...
Sep 28th
4 tags
How Polytron's Fez Was Inspired By Ueda's Ico →
At the Fantastic Arcade indie gaming showcase in Austin over the weekend, Polytron’s Phil Fish immediately broached the topic that’s dogged the upcoming 2D/3D platformer Fez throughout its prolonged development time: Why has it taken so long? “It’s taken so long because we’ve had no points of reference for what our 2D/3D ‘moment to moment’ play...
Sep 28th
16 tags
Quirky and What the Game Industry Should Learn...
albotas: The odeur of nerd rage has been lingering in the air for a few months now. Nintendo caused quite a stir when they decided to localize three Japanese games - Xenoblade Chronicles, The Last Story, and Pandora’s Tower - but to only bring them to Europe, forgoing North America. The assumption is that Nintendo doesn’t think the games will make enough money in America to warrant spending...
Sep 25th
18 notes
3 tags
Featured Art Direction: Xiau Fong
Visit the artist here
Sep 25th
9 notes
3 tags
Featured Art Direction: Boris Pelcer
Visit the artist here
Sep 25th
1 note
3 tags
Featured Art Direction: Johan Thornqvist
Visit the artist here
Sep 25th
3 notes
2 tags
Why Investing In Games Creates A... →
Investors aren’t interested in products, they’re interested in companies. A startup is a company in search of a business model. Metrics, customer acquisition and processes are really important. Consider China, location markets and smart TVs. It’s not them, it’s you. Do you really need investment? These were some of the many messages that came out of an event calledGames Invest. It’s very...
Sep 25th
3 tags
Sep 24th
3 tags
Sep 24th
8 notes
17 tags
The Last and Final Word: Connor Ullmann
quote-un-quote: Connor Ullmann is an independent videogame developer that has now learnt a lesson in the ups and downs videogame development with his latest release, Hollow. Read More
Sep 24th
76 notes
4 tags
Own the stars for 5 bucks with Celestial Mechanica
From the website: As some would call a surprise collaboration; Roger Hicks (rComplex) and Paul Veer (animator of Super Crate Box) have teamed up to tell the story of “Celestial Mechanica.” Celestial Mechanica delivers a mixture of action, puzzle, exploration and adventure while sporting the awesome “pixely-goodness” you’ve come to expect from Paul Veer and...
Sep 22nd
3 tags
You Need A Niche [Marketing Stories] →
Traditionally, labelling a game niche is a sideways way of implying that it’s trapped in a ghetto. It invokes a sense of smallness, where games that are strictly for hobbyists struggle to survive. In an industry that used to want to eclipse Hollywood, maybe that was a justifiable attitude. However in the age of single-franchise publishing, niches are really important. They are where tribes of...
Sep 22nd
4 notes
2 tags
TRAUMA – INTERVIEW →
Newly released ‘TRAUMA’ is a point and click story based PC game out on STEAM. Game Designer ‘Krystian Majewski‘ was kind enough to give us an interview about his new title. To someone who hasn’t heard of ‘Trauma’ how would you explain it to them? Krystian: At first, ‘TRAUMA’ seems a little like a Point & Click Adventure somewhat similar to ‘Myst’. And while there are parallels, it’s...
Sep 22nd
3 notes
3 tags
Fun: Simple to Explain, Hard to Accept [Constants] →
Game developers ask ‘what is fun?’ and academics often answer that fun is seemingly simple but actually fiendishly hard to explain. Everything is potentially fun and trying to encompass it all in one statement is impossible. When any debate becomes so wide, the intent of the original question is lost. Developers are not really asking ‘what is fun?’’ in the universal sense. They’re...
Sep 22nd
3 tags
Sep 19th
1 note
4 tags
Sep 18th
4 notes
14 tags
The Last and Final Word: Bean
quote-un-quote: Bean is a competition winning, critically acclaimed independent videogame developer who enjoys experimentation within the medium of videogames. It seems he’s had some success. Bonus link at the end of the interview. Read More
Sep 18th
17 notes
14 tags
The Last and Final Word: John Baker
quote-un-quote: John Baker is a relatively obscure game developer and one in an ocean of developers that continue to make the most of GameMaker. His releases include Cruser, Bomb Detective, Dungeon of EEEvil and more recently, Super Cave. As with so many other developers, he is very critical of his own game development. Bonus link at the end of the interview. Read More
Sep 17th
14 notes
3 tags
Sep 16th
10 notes
4 tags
Sep 16th
1 note
5 tags
Interview: Jenova Chen on Bondai-gate, Cultural... →
Jenova Chen first came to public attention with Cloud - a free download in 2005 following a soaring child interacting with a the clouds in a surreal dreamscape. Jumping on that success and founding thatgamecompany, Jenova’s team moved into a three game deal with Sony which has seen similarly inventive and zen-like offerings fl0w and Flower released on PSN, and which will culminate with...
Sep 13th
2 notes
3 tags
Sep 13th
2 notes
3 tags
Sep 13th
3 notes
3 tags
Sep 13th
3 notes
3 tags
Sep 12th
4 notes
3 tags
Sep 12th
4 tags
Featured Art Direction: Pat Perry
Visit the artist here
Sep 11th
1 note
4 tags
Featured Art Direction: Denis Zilber
Visit the artist here
Sep 11th
1 note