- Features - Features Wed, 17 Jul 2019 12:23:37 EDT en-us (Simon Carless) A Guide To DIY Market Research For Indie Developers

Damien Yoccoz explains how you can use free resources to find your target audience and make your game more appealing to players through market research. ]]> Tue, 16 Jul 2019 10:30:00 EDT
Tips And Tricks To Manage Open Game Development

Want to experiment with an early access business model Goblinz Studio's Yannick Elahee outlines helpful techniques and best practices for managing open development. ]]> Thu, 11 Jul 2019 10:30:00 EDT
What Publishers Look For In Games

David Logan presents a guide to crafting your pitch and materials, getting noticed, and taking the right steps toward finding a publisher for your project. ]]> Tue, 09 Jul 2019 10:30:00 EDT
Postmortem: Ninja Dude Vs Zombies 2

Eugene Utkin details the lessons his team learned from the difficulties they faced during the production of Ninja Dude Vs Zombies 2. ]]> Thu, 04 Jul 2019 10:30:00 EDT
Captain Starshot: A Team Lead's Takeaway

Nick Guilliams reflects on the year he spent producing Captain Starshot, a student game developed at Breda University of Applied Sciences. ]]> Tue, 02 Jul 2019 10:30:00 EDT
Approaching The Challenges Of Team Design

Gameplay designer Leszek Gorniak highlights three methods for minimizing friction and increasing productivity among developers assigned to group projects. ]]> Thu, 27 Jun 2019 10:30:00 EDT
Was It Worth Quitting My Job To Make A Game?

Armaan Sandhu breaks down the financial realities of quitting a full time job in order to pursue the solo development of his recently released project Rainswept. ]]> Tue, 25 Jun 2019 10:30:00 EDT
Postmortem: Elimination

New York University PhD candidate Ahmed Khalifa explains how his team gathered player data to evaluate the design decisions made during a recent project. ]]> Thu, 20 Jun 2019 10:30:00 EDT
Co-Opportunity: Lessons Learned Working Full-Time

Game design student Jake Carfagno recalls his recent experience working full-time as part of Drexel University's cooperative education program. ]]> Tue, 18 Jun 2019 10:30:00 EDT
How We Launched Our Game With No Marketing Budget

Pixeljam's Miles Tilmann lays out the logistics of launching a game with little or no marketing budget, including tips for reaching out to your audience. ]]> Thu, 13 Jun 2019 10:30:00 EDT
7 Essential Elements For Building Tension In Horror Games

Daniel Jones highlights the methods that horror games employ to build tension, explaining how you can keep players engaged in the face of fear. ]]> Tue, 11 Jun 2019 10:30:00 EDT
Launching TwinCop: 7 Days Of An Indie Dev's Journal

Kartik Kini chronicles the story behind his first major indie game release, briefing developers on what they can expect in the week before launch. ]]> Thu, 06 Jun 2019 10:30:00 EDT
Mottos And Mission Statements: 4 Steps To Branding Your Studio

Square Enix global brand manager Jamin Smith examines the four critical steps he's taken in building a brand for independent studio Superstring. ]]> Tue, 04 Jun 2019 10:30:00 EDT
Postmortem: Skirmish Line

Tony Hua takes a detailed look at the unexpected challenges he faced during the development of the tactical strategy game Skirmish Line. ]]> Thu, 30 May 2019 10:30:00 EDT
Results From Game Design Challenge: I Need A Hero

Game Career Guide's readers put players in control of their favorite superheroes in these winning entries for May's Game Design Challenge! ]]> Tue, 28 May 2019 10:30:00 EDT