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DESIGNER NOTES

  • Designer Notes 49: Adam Saltsman – Part 2

    Designer Notes 49: Adam Saltsman – Part 2

    In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Mario speed runs are the original infinit…
    - 13 days ago, 1 Nov 19, 12:25am -
  • Designer Notes 48: Adam Saltsman – Part 1

    Designer Notes 48: Adam Saltsman – Part 1

    In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Cave Story showed him that he could make…
    - 30 days ago, 14 Oct 19, 9:53pm -
  • Designer Notes 47: Brendon Chung – Part 2

    Designer Notes 47: Brendon Chung – Part 2

    In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss why Xbox Live Indie Games didn’t take off, what exactly hap…
    - 4 Aug 19, 10:17pm -
  • Designer Notes 46: Brendon Chung – Part 1

    Designer Notes 46: Brendon Chung – Part 1

    In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss how to make an adventure game inside of Doom, why he won’t…
    - 29 Jun 19, 10:07am -
  • Designer Notes 45: Rami Ismail

    Designer Notes 45: Rami Ismail

    In this episode, Soren and Leyla Johnson interview independent game developer Rami Ismail of Vlambeer, best known for his work on Super Crate Box, Ridiculous Fishing, Luftrausers, and Nuclear Throne. They discuss why he started a company with someone…
    - 5 Jun 19, 10:38am -
  • Free Offworld!!!

    Free Offworld!!!


    - 28 Feb 19, 2:56pm -
  • Designer Notes 44: Clint Hocking – Part 2

    Designer Notes 44: Clint Hocking – Part 2

    In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss why games … Co…
    - 31 Dec 18, 11:13am -
  • Designer Notes 43: Clint Hocking – Part 1

    Designer Notes 43: Clint Hocking – Part 1

    In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss how his … Cont…
    - 24 Nov 18, 9:46am -
  • Designer Notes 42: David Sirlin – Part 2

    Designer Notes 42: David Sirlin – Part 2

    In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss how many hit points are too many hit points, whether … Continue r…
    - 6 Oct 18, 12:43pm -
  • Designer Notes 41: David Sirlin – Part 1

    Designer Notes 41: David Sirlin – Part 1

    In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss why games with more mechanics are not deeper, whether fighting ……
    - 7 Aug 18, 11:36pm -

Develop

Game Career Guide: News

Game Developers Conference

GBGames

  • Come See Toytles: Leaf Raking and Continent Race at 60 FPS Fest

    Come See Toytles: Leaf Raking and Continent Race at 60 FPS Fest

    GBGames will have a table at 60 FPS, “a festival for videogames, boardgames, and illustration” taking place tonight from 5:00pm – 9:00pm at Mainframe Studios, located at 900 Keosauqua Way, Des Moines, IA. There are three floors to explore with…
    - 2 Aug 19, 8:22am -
  • Fixed SDL2 Android App Issue When Suspending and Resuming
    Months ago, I needed to update the SDL2 libraries I was using in order to gain access to a new piece of functionality in SDL2 that lets me load SVG vector graphic file and create textures out of them. But then I found a problem was introduced. The ap…
    - 26 Nov 18, 2:04pm -
  • Slides from My Presentation at #dsmAgile: “You Are Not a Code Monkey So Stop Acting Like One!”
    The relationship between organizations and IT can be quite dysfunctional, and unfortunately they grew up together thinking poor results and demoralizing interactions are perfectly normal. Developers tend to learn they have no control over their situa…
    - 29 Sep 18, 5:11pm -
  • Come See Me Speak at dsmAgile on September 28th
    dsmAgile is a one day Agile conference in Des Moines, Iowa, and I’ll be presenting at it this year. On Friday, September 28, 2018 from 8:30 AM to 4:30 PM, you can discuss, discover, and learn more about Agile software development from people who ha…
    - 19 Sep 18, 6:30am -
  • A Goodbye to Diego, My Favorite Pair Partner

    A Goodbye to Diego, My Favorite Pair Partner

    At 2:44am, I watched my cat Diego take his final breath. He was about 15 years old, and I knew him for 12 of those years. 12 years ago, I was living in Chicago and visiting friends in Iowa, and I learned that their neighbor’s daughter was getting…
    - 29 Jul 18, 10:54am -
  • Don’t Pigeonhole Me: In Defense of the Jack of All Trades

    Don’t Pigeonhole Me: In Defense of the Jack of All Trades

    Back when I was going to school at DePaul University in Chicago, the computer science school was introducing a game development minor. To kick it off, they had a panel involving a few people from local game companies such as Midway and Volition, as w…
    - 8 May 17, 6:30am -
  • Sears Needs a Better Purpose, Vision, and Mission
    The day I was giving my presentation on the importance a well-defined, compelling purpose, vision, and mission for indie game developers, I read this timely article about a major company struggling with its identity. Its Survival In Doubt, Sears Stru…
    - 20 Apr 17, 6:30am -
  • Get Energized and Stay Motivated with Slides from my April 18th IGDA Des Moines Presentation
    Most indies pay little attention to their purpose, mission, and vision, but then again, most indies don’t have sustainable businesses. The vast majority don’t make $500 in a year. Rolling the dice and hoping for a hit, or at least something that…
    - 19 Apr 17, 9:20am -
  • See Me Present at IGDA Des Moines on Tuesday, April 18th

    - 17 Apr 17, 6:30am -
  • Limiting Screen Time for Your Kids Isn’t Necessary?
    When I was younger, my parents would tell me to turn off my Atari 2600 or my Nintendo because I was staring at the TV for too long. I remember one time in particular in which my father said something to the effect that it would ruin my eyes to play f…
    - 20 Feb 17, 6:30am -

GDMag Blog

  • Game Over

    Game Over

    Well, it's about that time. Last call for Game Developer; you don'thave to go home, but you can't stay here.As a way of saying thank you one last time to our longtime subscribersand devoted community, we're m…
    - 3 Jun 13, 2:24pm -
  • Simple Beauty

    Simple Beauty

    Atebits's Letterpress was one of the more popular iOS apps of late 2012, with 60,000 downloads on its first day alone. It was one of those games that everybody suddenly seemed to be playing, and it's been in constant play on my iPad since release. Th…
    - 30 Apr 13, 7:58pm -
  • Ash Heap of History

    Ash Heap of History

    Had I written this editorial two weeks earlier, I'd probably be writing about how enthusiastic I am to introduce our first-ever mobile-themed issue. In the past few years, mobile games have grown into a part of the industry no developer can afford…
    - 30 Apr 13, 7:49pm -
  • Money Issues

    Money Issues

    "Free-to-play is killing video games!" If you've heard it once, you've heard it a thousand times. From a business perspective, free-to-play is a useful tool because it can offer smaller studios a shot at an extraordinarily wide audience and higher ov…
    - 29 Mar 13, 2:33am -
  • Who fights for the user?

    Who fights for the user?

    On February 20, 2013, the game industry lost one of its few great iconoclasts. This was the date when Kenji Eno, known for games like D, Enemy Zero, and Real Sound, passed away, leaving a legacy as a creative force that would not be tamed.By Brandon…
    - 28 Mar 13, 3:44am -
  • X-COM Enemy Unknown Gallery

    X-COM Enemy Unknown Gallery

    Once you're done reading the X-COM Enemy Unknown postmortem feature in our April issue, take a look at some of the stunning concept art.
    - 25 Mar 13, 3:12pm -
  • What Is A Game?

    What Is A Game?

    Right now, you're reading Game Developer magazine You're probably reading it at the Game Developers Conference, or maybe during your lunch break working at a game development studio--hopefully, you're making games that you'd like to play yourself. Pe…
    - 22 Feb 13, 2:42am -
  • Read-only Memories

    Read-only Memories

    They say you're forever dating your first love. Not literally, of course, but the early patterns set by your first relationship, and the relationships of your parents, tend to strongly influence how you approach love and relationships for many years…
    - 22 Feb 13, 2:33am -
  • Mark Of The Ninja Gallery

    Mark Of The Ninja Gallery

    You've read the Mark of the Ninja postmortem in the February issue; now check out the art! This month's gallery shows off Klei's excellent concept artwork.
    - 21 Feb 13, 5:20pm -
  • Take The 2012 Salary Survey Right Now!

    Take The 2012 Salary Survey Right Now!

    It's that time of year again! We've launched the annual Game Developer Salary Survey, and we really need your help; the more responses we get, the more useful our results will be. The survey only takes about 7-10 minutes to fill out, and you have the…
    - 1 Feb 13, 12:56pm -
Janine Just, Inc.
Lux Smiles Dentistry
Recipe Test Nest
Stormseed

Indie Dev Stories

  • Why Heroes Charge’s Combat System is so engaging

    Why Heroes Charge’s Combat System is so engaging

    Source: Why Heroes Charge’s Combat System is so engaging - Indie Dev StoriesThe RPG genre seems to be right now in a very sweet moment on the mobile platform. One of the most cloned RPG games this past year 2015 was Heroes Charge. With its new ap…
    - 29 Jan 16, 7:16pm -
  • Muster my Monsters receives award in the AppCircus contest

    Muster my Monsters receives award in the AppCircus contest

    Source: Muster my Monsters receives award in the AppCircus contest - Indie Dev StoriesLast thursday was an incredible day. Muster my Monsters was one of the 10 finalist on the AppCircusBcn contest. So, I was invited to the event to pitch the game du…
    - 30 Nov 13, 8:49am -
  • Muster my Monsters now available on the App Store!

    Muster my Monsters now available on the App Store!

    Source: Muster my Monsters now available on the App Store! - Indie Dev StoriesFinally! Muster my Monsters is now available on the App Store for FREE as an Universal app! Have a blast fighting in the arena of this hilarious 4-player party game. To…
    - 28 May 13, 7:51am -
  • Muster my Monsters Gameplay video

    Muster my Monsters Gameplay video

    Source: Muster my Monsters Gameplay video - Indie Dev StoriesIt has been a lot of time since my last post. I have been extremely busy polishing Muster my Monsters. But finally, the game is finished! 😀 Exact release date isn’t determined yet , t…
    - 10 May 13, 2:57am -
  • Guest post: Pocket Lists sales: $29K in 15 months

    Guest post: Pocket Lists sales: $29K in 15 months

    Source: Guest post: Pocket Lists sales: $29K in 15 months - Indie Dev StoriesA year ago I exposed Pocket Lists iPhone app sales figures ($13500 in first 3 months). For today, the overall Pocket Lists sales exceeded $29000. Today, the app (productiv…
    - 5 Mar 13, 8:16am -
  • Porting New Sokoban to Unity3D

    Porting New Sokoban to Unity3D

    Source: Porting New Sokoban to Unity3D - Indie Dev StoriesAfter playing around a bit with Unity I’m starting to feel comfortable with it. That’s why I decided to try to port New Sokoban to Unity3D! Ok, not the entire game, just a little demo. I…
    - 12 Feb 13, 10:37am -
  • I’m loving Unity

    I’m loving Unity

    Source: I’m loving Unity - Indie Dev StoriesOk, just to let you know: I’m loving Unity LOL. I think it’s just the natural evolution of any game creation tool. I guess that all the the big AAA companies have developed their own tools similar to…
    - 10 Feb 13, 11:51am -
  • First contact with Unity3D

    First contact with Unity3D

    Source: First contact with Unity3D - Indie Dev StoriesThese days I have been playing around with Unity3D. In case you don’t know Unity3D yet (really?), it is probably the most popular non-free cross-platform game development tool. It covers almost…
    - 3 Feb 13, 11:42am -
  • Muster my Monsters characters: “CHUCK”

    Muster my Monsters characters: “CHUCK”

    Source: Muster my Monsters characters: “CHUCK” - Indie Dev StoriesChuck is neither a monster nor a human being. He is God. Image Gallery About Muster my Monsters Muster my Monsters is a social/party game featuring terribly horrible and ridiculo…
    - 29 Jan 13, 8:08pm -
  • Muster my Monsters characters: SMASHMALLOW MAN

    Muster my Monsters characters: SMASHMALLOW MAN

    Source: Muster my Monsters characters: SMASHMALLOW MAN - Indie Dev StoriesNot the regular sumerian demonic deity. This one tastes sweeter than the rest. Image Gallery About Muster my Monsters Muster my Monsters is a social/party game featuring terri…
    - 23 Jan 13, 4:41am -

Make It Big In Games

  • Throwing in the Towel on a Lifetime Career of Game Development

    Throwing in the Towel on a Lifetime Career of Game Development

    Posted in BizI got my Apple II in 1981, made my first game in 1982, and started the Computertutor software store in 1983 in my bedroom. Then I met Damon Slye, sold Computertutor, and started Dynamix in 1984. blah, blah, blah. Fast forward 33 years, a…
    - 22 Mar 17, 5:26pm -
  • Review of Surface Pro 3 For Game Production

    Review of Surface Pro 3 For Game Production

    Posted in DevelopmentHardwareTL; DR: The Surface Pro 3 is a great day to day computer that is working well for me as the producer of Contraption Maker. Although I use the browser for much of my work, it natively runs our game really well, and I LOVE…
    - 4 Apr 15, 3:01pm -
  • All Incredible Machine Music In One Place For Marketing

    All Incredible Machine Music In One Place For Marketing

    Posted in BizI recently put all of the original Incredible Machine CD music up on Spotkin’s Soundcloud to preserve it for myself and future generations of players that may be interested in that bit of history. I then exposed the Soundcloud content…
    - 10 Feb 15, 4:49pm -
  • Contraption Maker Launched on Steam Early Access

    Contraption Maker Launched on Steam Early Access

    Posted in My GamesAfter Spotkin’s pivot from mobile games back to the warm arms of PC development last year, it feels so good to get our first game, Contraption Maker, launched on Steam Early Access. We have only been up for a few hours, but our sa…
    - 28 Aug 13, 5:46pm -
  • Announcing Contraption Maker, Spiritual Successor to The Incredible Machine

    Announcing Contraption Maker, Spiritual Successor to The Incredible Machine

    Posted in My GamesI am so happy to be working on this game with all of the original team members, plus the incredibly talented crew at Spotkin. For more information check out Contraption Maker site and our devblog. Here are some teaser before you lin…
    - 10 May 13, 10:34am -
  • Nine Things That Could Make the App Stores Better

    Nine Things That Could Make the App Stores Better

    Posted in BizMobileI have been on a rant lately, but I think this is really important. Instead of complaining about the app stores, I want this post to be a more positive approach of offering ideas that I think could make them better. First of all, I…
    - 9 May 13, 7:07pm -
  • Things Spotkin Learned That May Help You In The App Store

    Things Spotkin Learned That May Help You In The App Store

    Posted in BizIndieMobileLast week I published what turned out to be a popular post, We Can’t Make It Here Anymore, about how discovery problems in the app stores are making life hard for small Indie developers. Like I said in that article, Spotkin…
    - 7 May 13, 2:27pm -
  • We Can’t Make It Here Anymore

    We Can’t Make It Here Anymore

    Posted in BizIndieMobileNormally I take a pretty upbeat stance about the opportunities in the games business here on this blog, but this one is down a little more than normal. I’ll try not to be too depressing, but as I was getting ready to write t…
    - 2 May 13, 4:46pm -
  • Second Generation Game Makers

    Second Generation Game Makers

    Posted in BizIn the movies we have Kirk and Michael Douglas, in music Bob and Jacob Dylan, and many, many, many more. It is natural for kids to follow in their parent’s footsteps. It happens in all industries, but the games business was too young f…
    - 7 Apr 13, 2:28pm -
  • The Day the Google Music Died

    The Day the Google Music Died

    Posted in OpinionNormally, I write about making games here, and I am woefully behind on my duties, but I have been trying to figure out why I was so upset that Google killed Reader. I think I figured it out, and I have to get it off my chest. For the…
    - 19 Mar 13, 8:20pm -

MochiLand

Photon Storm

  • How we created the responsive HTML5 Art Tools for the BBC

    How we created the responsive HTML5 Art Tools for the BBC

    We were very pleased to be able to create the responsive HTML5 version of the CBeebies Art Tools for the BBC. The CBeebies site had long had a Flash based art tool that allowed children to paint and draw in the browser. The BBC had also released a na…
    - 13 Mar 15, 8:35am -
  • Phaser Coding Tips 8

    Phaser Coding Tips 8

    Phaser Coding Tips is a free weekly email – subscribe here. Welcome! In the last issue we covered how to make a bullet pool and various shoot-em-up weapon types. This time we’re exploring a way to create waveforms, or paths for your baddies to fo…
    - 3 Mar 15, 6:26pm -
  • Phaser Coding Tips 7

    Phaser Coding Tips 7

    Phaser Coding Tips is a free weekly email – subscribe here. Welcome! Shmupjam is a game jam dedicated to creating shoot-em-up games. As it’s now in full flow I figured it’d be great to see some Phaser entries for it. Therefore this weeks Coding…
    - 22 Feb 15, 8:25pm -
  • Phaser 3 Development Log – w/e 14th Feb

    Phaser 3 Development Log – w/e 14th Feb

    Development of Phaser 3 is already under way. I asked Pete Baron, who is doing the core work on the new renderer to sum-up each week of development. Here is his latest report: Phaser 3 Renderer Progress All source and examples can be found in the p…
    - 18 Feb 15, 3:48pm -
  • Phaser Coding Tips 6

    Phaser Coding Tips 6

    Phaser Coding Tips is a free weekly email – subscribe here. Welcome! Back in the late 80s I was utterly captivated by an Usborne range of programming books, one of which was Computer Battlegames (for the ZX Spectrum, et all). The front cover and il…
    - 13 Feb 15, 8:02pm -
  • Phaser Coding Tips 5

    Phaser Coding Tips 5

    Phaser Coding Tips is a free weekly email – subscribe here. After a couple of weeks spent working on platform game mechanics I felt we ought to take a small break. Therefore this weeks tutorial is based on an often requested feature on the forum: g…
    - 6 Feb 15, 12:30pm -
  • Phaser Coding Tips 4

    Phaser Coding Tips 4

    Phaser Coding Tips is a free weekly email – subscribe here. Welcome! This week we carry on building on our set of platformer game tools. Last time we created platforms with specific friction, but this week we’re creating platforms you can ride: c…
    - 30 Jan 15, 11:44am -
  • Phaser 3 Development Log – w/e 30 Jan

    Phaser 3 Development Log – w/e 30 Jan

    Development of Phaser 3 is already under way. I asked Pete Baron, who is doing the core work on the new renderer to sum-up each week of development. Note that not everything reported in here is guaranteed to land in Phaser 3. We’re still in the ex…
    - 30 Jan 15, 2:39am -
  • Phaser Coding Tips 3

    Phaser Coding Tips 3

    Phaser Coding Tips is a free weekly email – subscribe here. Welcome! One of the biggest genres of game that devs new to Phaser want to create are platformers. It appears they can’t get enough of their Mario fix. Being a fan of the genre myself I…
    - 23 Jan 15, 5:59am -
  • Phaser 3 Development Log – w/e 16th Jan

    Phaser 3 Development Log – w/e 16th Jan

    Development of Phaser 3 is already under way. I asked Pete Baron, who is doing the core work on the new renderer to sum-up his week so far. Note that not everything reported in here is guaranteed to land in Phaser 3. We’re still in the experimentat…
    - 16 Jan 15, 1:21pm -

Raptr Tracks

    Untold Entertainment

    • Announcing Escape the Book Club Killer by LockQuest

      Announcing Escape the Book Club Killer by LockQuest

      In a dank corner of a sooty industrial-era maternity ward comes a mysterious mewling: we’ve birthed a new baby, and now Untold Entertainment has a sister company called LockQuest. LockQuest is my take on the real-life escape the room craze that has…
      - 8 Nov 14, 4:20pm -
    • Spellirium Finds Fans at Wordplay

      Spellirium Finds Fans at Wordplay

      i was delighted to be invited to take part in the WordPlay festival this past weekend, which celebrated the intersection of video games and literature. The afternoon-long festival was held at the Toronto Reference Library, and was organized by Jim Mu…
      - 18 Nov 13, 9:35pm -
    • Unhappy Meal

      Unhappy Meal

      Every summer, my family and i rent a cottage (camp/cabin/lakehouse), and for the past few years we’ve stopped off at the Lick’s in Barrie on our trip home. Lick’s is a Canadian gourmet burger chain in decline. At its heyday, its flagship store…
      - 11 Nov 13, 10:47am -
    • The Quest for Honest Feedback

      The Quest for Honest Feedback

      Over the past few days, i’ve had a few colleagues run me through quick play-throughs of their mobile games. Maybe you’ve been there? A fresh-faced developer looks at you with his big doe-eyes, inclines his head, and asks plaintively “can i show…
      - 22 Oct 13, 11:31am -
    • Seventh Time’s a Charm for Spellirium at PAX 2013

      Seventh Time’s a Charm for Spellirium at PAX 2013

      It was a tremendous(ly tiring) pleasure to exhibit Spellirium for one day only (Friday! FRIDAY! Friday) in the PAX Prime Indie MEGABOOTH this past weekend. i wasn’t sure whether i could handle a Big Boy Booth, so i was happy to be included in the M…
      - 5 Sep 13, 5:31pm -
    • Fortune Favours ConBravo

      Fortune Favours ConBravo

      Are you in Hamilton Ontario this weekend? i’m sorry. i’m really, truly sorry about that. But look on the bright side! this weekend, you can nerd out at ConBravo, a geek expo featuring board games, comic books, and Untold Entertainment. This will…
      - 26 Jul 13, 12:21am -
    • Untold Entertainment: The Joy of Six

      Untold Entertainment: The Joy of Six

      Six years ago today, a tiny, mewling company called Untold Entertainment came wriggling out of its mother’s womb. It’s a boy. As with my earlier anniversary posts, i like to start by taking a look back at the predictions i made about how this yea…
      - 25 Jul 13, 10:28am -
    • Bad Video Game Writing Alert: XCOM

      Bad Video Game Writing Alert: XCOM

      Listen: making video games is hard. That’s why it’s kind of a douche move to nitpick at something a team of hundreds spend many years and many millions of dollars to make. But if we couldn’t gripe about tiny annoyances in the games we enjoy, a…
      - 15 Jul 13, 3:56pm -
    • Scurvy Scallywags and a Surreal Surprise

      Scurvy Scallywags and a Surreal Surprise

      i’ve made no secret of the fact that my favourite video game of all time is The Secret of Monkey Island 2: LeChuck’s Revenge, and that i’m a big fan of Ron Gilbert, who i once touched. Ron has released a new pirate-themed mobile game called Scu…
      - 19 Jun 13, 2:50pm -
    • Forget Movies – Games Now Have Far More in Common with Books

      Forget Movies – Games Now Have Far More in Common with Books

      Video games industry analysts are fond of comparing the games industry with film: both are splashy, highly visual and visceral, both cost a lot to create/market/distribute, and both compete for people’s entertainment dollars and time. When news hit…
      - 13 Jun 13, 9:14pm -
    PopMuse

    About PopMuse

    A curated aggregation of musings from across the land and of different subject matters for the scanoholics.