Posts in General Interest
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The Home Stretch
(Kyle-Kulyk)
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How to get your first 1000 players
(Tyler York)
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Maximizing your launch on iOS and Android
(Tyler York)
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How to get a job as an animator in games…
(Simon-Unger)
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Why we chose Freemium
(Kyle-Kulyk)
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How to succeed on Kickstarter
(Tyler York)
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How not to go insane while working from home
(Kyle-Kulyk)
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Call for Industry Speakers to Address AltDev Student Summit
(Luke Dicken)
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Leaky Abstractions
(Claire Blackshaw)
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Promoting your indie game company with a podcast
(Tyler York)
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Localization Pipeline
(Michael A. Carr-Robb-John)
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Three Steps from Paid to Freemium
(Tyler York)
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A Matter of Choice
(Poya Manouchehri)
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How we manage the virtual team
(Kyle-Kulyk)
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Why Kompu Gacha Was Banned
(Tyler York)
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Working with brands, utilizing player emotion, and other lessons in game monetization
(Tyler York)
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The devolution of gaming culture
(Kyle-Kulyk)
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Embrace Freemium
(Tom Gaulton)
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Why I went back into the studio……
(Kevin Dent)
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Four reasons we’re not as good as we could be
(Chad Moore)
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Once Upon a Time…
(Poya Manouchehri)
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Pushing the Button More Carefully
(Alex Norton)
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Game Engines for Indies
(Kyle-Kulyk)
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It’s Not Rocket Surgery–Managing Teams Across Disciplines and Under Pressure
(Simon Cooke)
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Launching on the AppStore in the year 2012
(Charilaos Kalogirou)
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There are eight million blogs about Mass Effect’s ending. This is one of them.
(Kyle-Kulyk)
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Show, Don’t Tell
(Rob Braun)
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How to build irresistible social casino games
(Tyler York)
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Put On Your Game Face
(David Czarnecki)
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Should I Volunteer?
(Heather M Decker-Davis)
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Be Aspirational
(Claire Blackshaw)
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You Should Be Drawing
(Mike Jungbluth)
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Interview Techniques
(Darren-Vine)
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Indie devs, the odds are against you
(Kyle-Kulyk)
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Players don’t want their games to smell of money
(Julien Delavennat)
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Feedback loop
(Kyle-Kulyk)
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Playing Games – a short play by David Clark
(Lisa Brown)
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Team Audio Wants To Buy You Nice Things
(Ariel Gross)
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The Novelty vs Familiarity Paradox
(Julien Delavennat)
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The Principles of Game Monetization
(Tyler York)
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Global Game Jam 2012 Wrap-Up
(Nick Darnell)
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Performance Anxiety 3 – Road Blocks
(Kyle-Kulyk)
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I Feel Used
(Jameson Durall)
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What Makes You “Tick” #3?
(David Czarnecki)
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Being There?
(Deano)
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A functional definition of Beauty
(Julien Delavennat)
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Team Audio: Emotion Designers
(Ariel Gross)
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What happened to innovative games?
(Tyler York)
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A Candid Chat
(Andrew Meade)
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An Indie marketing story
(Kyle-Kulyk)
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Real Men Write Their Own Game Engines
(Gavan Woolery)
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Learning from the past
(Alex Moore)
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Social Gamers are Gamblers
(Tyler York)
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Try Using E-Prime to Communicate
(Ariel Gross)
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The Waiting Game
(David Czarnecki)
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Mathematics for Game Developers 6: Real Numbers part 2
(John-McKenna)
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Launch Day
(Kyle-Kulyk)
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The Toolbox
(Michael A. Carr-Robb-John)
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A Nobler Cause
(Andrew Meade)
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The Craft of Game Systems: Practical Examples
(Daniel Achterman)
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Mathematics for Game Developers 6: Primes
(John-McKenna)
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It’s ready when it’s ready, dammit!
(Kyle-Kulyk)
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Compulsion Loops in the Short, Medium and Long-term
(Pete Collier)
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SOPA and the Entertainment Software Association
(Kevin Gadd)
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Walking in the Void
(Michael A. Carr-Robb-John)
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What is ‘The Future of Gaming’?
(Tyler York)
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Improv Acting and Game Development
(Lisa Brown)
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How You Can Learn From Our Mistakes
(Rob Braun)
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Why On Earth Would We Write Our Own Game Engine?
(Yossarian King)
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Awful Lot Of Heterosexuals Around Here.
(Andrew Meade)
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Why the Australian game development industry is NOT dead
(Josh-Caratelli)
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Absolutely Crackers!
(Steven Tovey)
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Mathematics for Game Developers 5: Real Numbers part 1
(John-McKenna)
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Cyberbullying and gamers
(Kyle-Kulyk)
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Pay it forward
(Chad Moore)
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Creating Kinect Controls for Angry Birds
(Nick Darnell)
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Let’s Talk About Things We Can’t
(Claire Blackshaw)
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Hogrocket: from porky launch to alien invasion (part 1)
(Ben Ward)
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You Should Be Using Microsoft BizSpark
(Forrest Smith)
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Roger Dickey’s Tactics for Game Monetization
(Tyler York)
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The Craft of Game Systems, Part 2
(Daniel Achterman)
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So You Wanna Be In Charge?
(Tim Borrelli)
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Game Thinking
(Martin Pichlmair)
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Open-mindedness 101
(Julien Delavennat)
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Communication is Key
(Lee Winder)
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Mathematics for Game Developers 4: Rational Numbers
(John-McKenna)
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Present this!
(Kyle-Kulyk)
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“Is this how it’s always going to be?”
(Mike Jungbluth)
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Talkback Games
(Eddie Cameron)
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The Many-Worlds Interpretation of Game Development
(Richard Fine)
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Plagiarism is just what we do!
(Doctor Mike Reddy)
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Books about people
(Fabrice Lété)
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The Craft of Game Systems, Part 1
(Daniel Achterman)
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Computer Science in Video Game Development
(Andrew Hague)
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Game Monetization Lessons from Magic: The Gathering
(Tyler York)
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The Beauty of Software Development
(Sam Martin)
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Teachers open doors
(Kyle-Kulyk)
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Mathematics for Game Developers 3
(John-McKenna)
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The Great Hogrocket Level Design Competition
(Pete Collier)
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Constructive Criticism – the Balancing Act
(Heather M Decker-Davis)
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Marriage Crisis vs. Crunch: A Post-Mortem
(Mike Slone)
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Be True to Yourself… and Others
(Gustavo Samour)
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Layers of Depth, Layers of Fun
(Martin Pichlmair)
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A few conceptual prototyping tips
(Pete Garcin)
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Explanations come later
(Fabrice Lété)
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Have you done your 10,000 hours?
(Phil Carlisle)
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A Cough Syrup-Fueled Rant
(Andrew Meade)
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Never ask if its possible, ask how long
(Deano)
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Don’t be “that guy”… but how ?
(Julien Delavennat)
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Do Reviews Matter To Me?
(Ariel Gross)
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Agile – Specialisations Still Matter
(Lee Winder)
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Game design, B-minus, should try harder.
(Andrew Hague)
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Exposing Social Gaming’s Hidden Lever
(Tyler York)
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Along came a spider…
(Kyle-Kulyk)
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The Specter of Doubt
(Heather M Decker-Davis)
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Native Client for Dummies
(Erwin Coumans)
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Why I became an Educator
(Alex Darby)
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Tiny Invaders: the story so far
(Ben Ward)
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Tools to help me think – part 1
(Asa-Roos)
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Education Comes to AltDevConf
(Luke Dicken)
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The TechCabal
(Andre-Dittrich)
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Memoirs of IndieCade
(Tyler Coleman)
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My design method: how do we actually design ?
(Julien Delavennat)
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Earn More With Free-to-Play
(Tyler York)
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Computer Education in Great Britain
(Andrew Hague)
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How’d I get here?
(Kyle-Kulyk)
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An introductory insight about the gamedev industry in Mexico
(Gabriel Jimenez)
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The Making of a Trailer
(Forrest Smith)
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Virtual Leadership
(Heather M Decker-Davis)
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Building your tools as a webapp – Part 2
(Tom Gaulton)
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Convergence, and maintaining a work-life balance
(Ben Ward)
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Risk and Reward Deluxe
(Martin Pichlmair)
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AltDevConf – A Conference for Game Developers
(Wolfgang Engel)
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Do The Way We Use Pronouns Relate to Camera Perspective?
(Mike Jungbluth)
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The platforms of the future
(Nicolas Lamanna)
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Managing Culture Changes
(Tim Borrelli)
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Reality is Borken* – How do we avoid the ‘Workification’ of Game Programming
(Doctor Mike Reddy)
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How to use focus testing
(Alex Moore)
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Getting Started with Sifteo Cubes
(Peter-Smith)
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Games about Yetis… Proof You Can Never Win?
(Jon Moore)
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Bored Game – A Cautionary Tale For Design Students (Part 2)
(Andrew Meade)
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For the love of the Game!
(Colin Michaels)
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My design method: Interweaving
(Julien Delavennat)
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Hacking the App Stores
(Tyler York)
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Should we be worried about Nintendo?
(Kyle-Kulyk)
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Why Audio Matters
(Jefferson Hobbs)
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Google Developer Day Buenos Aires, HTML 5 and games
(Nicolas Lamanna)
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The Entirely Selfish Reasons White Guys Should Care About Equality
(Mike Jungbluth)
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I’m Easily Distracted
(Keith Judge)
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No Local Game Industry, No Problem!
(Gustavo Samour)
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GameDays 2011: Can We Take This Seriously Please?
(Poya Manouchehri)
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How We Scrum
(Martin Pichlmair)
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The Law of Diminishing Returns
(Tim Borrelli)
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To players there’s no concept of cloning
(Kristen Bornemann)
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Why I Still Think Ray Tracing is the Future
(Gavan Woolery)
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Why do people play and enjoy games?
(Deano)
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3 Years Later: Year Three
(Jon Moore)
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Know your middleware … source code please!
(Andre-Dittrich)
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What’s On Your Shelf?
(Weezie)
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Social Marketing Learnings and Personal Lessons from a Charity Campaign
(Emmeline Pui Ling Dobson)
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Performance Anxiety 2: You’re doing it wrong
(Kyle-Kulyk)
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Social media – an alternative to the scrum
(Tom Gaulton)
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How I got into games
(Tony Albrecht)
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Friendship
(Heather M Decker-Davis)
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Trip Report: Gamefest 2011 – Seattle
(Nick Darnell)
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Is “Fun” Really What We Mean?
(Pete Garcin)
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Indie Marketing: How to tell the world about your game (part 3)
(Ben Ward)
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What I Learned From Submitting to GDC
(Mike Jungbluth)
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The Crying Game #1: A Unity3D Dev Diary
(Eddie Cameron)
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Volunteering at GDC
(Gustavo Samour)
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Notch: The rise of an indie hero
(Kristen Bornemann)
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Because we have stories too
(Asa-Roos)
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3 Years Later: Year Two
(Jon Moore)
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How to improve build stability
(Andre-Dittrich)
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Six elemental questions to find out just about everything
(Raul Aliaga Diaz)
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Know Your Units
(Drew Thaler)
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My top 5 games of childhood
(Kyle-Kulyk)
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The Tech Artist’s Creed
(Rob-Galanakis)
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Travel Tips from an Englishman in Texas
(Paul Evans)
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Why No One Listens To Your Ideas
(Mike Jungbluth)
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Indie Marketing: How to tell the world about your game (part 2)
(Ben Ward)
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Learning From Indie Studio Successes
(Martin Pichlmair)
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Post number 6
(Alex Moore)
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Bringing Out Your Best To Make Your Indie Project A Reality
(Burton-Posey)
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60000 people in a Very Big Room – Comic Market and indie games in Japan
(Ben Carter)
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What this Indie developer needs
(Kyle-Kulyk)
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What’s in a Game?
(Luke Dicken)
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Your Time Estimates are Broken
(Kwasi Mensah)
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Looking into the Future
(Martin Pichlmair)
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Indie Marketing: How to tell the world about your game (part 1)
(Ben Ward)
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Take your time (off)
(Charilaos Kalogirou)
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Liberal Arts Education for Designers
(Lisa Brown)
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Animation using closed loop control
(Fredrik Alströmer)
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Does 3D have a future in mobile gaming?
(Daniel Sefton)
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A Coder’s Musings: What I’d like to see in PS4
(Dotun Rominiyi)
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The Elusive “Quick Iteration”: Tips for Indie Devs
(Kristen Bornemann)
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Guns and Games
(Amy-Kalson)
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Classic Problems With Level Design
(Weezie)
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Get your hands dirty
(Stuart Riffle)
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Hack-A-Thon
(David Czarnecki)
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Stop it, Norway.
(Adam Rademacher)
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Path Finding For Princes
(Rod-Mathisen)
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Performance anxiety
(Kyle-Kulyk)
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Balance
(Byron-Atkinson-Jones)
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Coding Music
(Michael Tedder)
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Is Playing A Waste of Time?
(Amos Laber)
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Procrastination: Gollum and the 8th Deadly Sin
(Pete Collier)
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Using Kickstarter to fund our indie game or Summer of Adventure, Part 2
(Becca Posey)
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Pros and Cons of Online Degree Programs
(Heather M Decker-Davis)
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Separating Signal and Noise – Feature Selection in Game AI
(Luke Dicken)
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Project Photofly Experiment
(Nick Darnell)
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Layoffs: A Game Dev PSA
(Mike Jungbluth)
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Social Games: what are they doing right?
(Ben Ward)
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Do games need brand?
(Alex Moore)
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Low-pass filtering statistics
(Fredrik Alströmer)
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Power Animator
(Tim Borrelli)
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Gamification done right
(Kristen Bornemann)
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My checklist for a hit social game
(Daniel Sefton)
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Do you really need 7 days to try out an app?
(Hsiao Wei Chen)
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animation and games part two
(Phil Carlisle)
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High voltage retro: CRT emulation for pixel art
(Stuart Riffle)
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Indies are morons
(Daniel Kristiansen)
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Timing is Everything?
(Deano)
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What Makes You “Tick” #2?
(David Czarnecki)
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VFX and U, Part 2
(Adam Rademacher)
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Memes and Games and Transformation / the twisty road to creation
(Ann-Cudworth)
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An AI Curriculum
(Max Dyckhoff)
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Blame it on the Baby
(Rod-Mathisen)
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For Indies, a demo is a must
(Kyle-Kulyk)
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My First Choose Your Own (Indie) Adventure
(Burton-Posey)
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Coder, Leave your ego at the door
(Amos Laber)
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The Artist: Learning from Ray Davies
(Pete Collier)
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Student Postmortem: Julia’s Magnificent Mishap
(Heather M Decker-Davis)
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Students : Game AI vs Traditional AI
(Luke Dicken)
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What My Indie Project Taught Me About Life OR Summer of Adventure, Part 1
(Becca Posey)
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How I Organize Research
(Nick Darnell)
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Why Do So Many PC Games Still Use DirectX 9?
(Keith Judge)
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Is your game re-approachable?
(Cort Stratton)
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Students, Version Control!
(Lisa Brown)
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The Ants pick the food, the Ants eat the food, and the Grasshoppers leave
(Doctor Mike Reddy)
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Thoughts on the Industry (I)
(Rob Braun)
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What Do You Tell the Studio Head?
(Keith Fuller)
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How I stay motivated as an indie developer
(Daniel Sefton)
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This is the song (game) that doesn’t end…
(Hsiao Wei Chen)
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The Importance of a balanced Gamedev Curriculum
(Jon Moore)
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Stay on target…. STAY ON TARGET!
(Byron-Atkinson-Jones)
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Adventures In Design: Life Can Be A Pitch…
(Weezie)
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The future is fluffy!
(Deano)
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Am I Doing Meaningful Game Design Work?
(Emmeline Pui Ling Dobson)
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Do we live for what our games give to people?
(Ann-Cudworth)
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6 Challenges to the Hobbyist Game Developer, and How to Overcome Them
(Poya Manouchehri)
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Force Sensitive Resistor: Discovering a New Biometric Technique
(Pete Collier)
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Game Design and Elephant Handling
(Kwasi Mensah)
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Successful Moderation of Brainstorming Meetings
(Lisa Brown)
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Just When You Thought Games Were For Fun
(Poya Manouchehri)
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Fly Me To The Moon
(Andre Leiradella)
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Cool Doesn’t Cut It: Ideas for Generating Creative Solutions
(Pete Garcin)
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Ego – the Destructive Menace
(Pete Collier)
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What Does Your Game Believe In?
(Mike Jungbluth)
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It’s good to Write
(Pete Collier)
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Has Undo Removed the Tortured Artist?
(Mike Jungbluth)
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Set your content creators free with scripting
(Pete Garcin)
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Losing your Objectivity: A Survival Guide
(Pete Collier)
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Designing Meaning in Games
(Pete Garcin)
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Lucas Plays Video Games
(Andre Leiradella)
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if ( simd ) { o_O }, or How to Vectorize Code With Different Execution Paths
(Andre Leiradella)
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Know Don’t Tell
(Mike Jungbluth)
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My Cat Is Better Than Your Dog
(Mike Jungbluth)
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An Open Letter To Game Developers
(Mike Jungbluth)
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How I fell in love with mocap…
(Mike Jungbluth)