Articles
From IndieGuide
Welcome to the Articles page. Below you'll find many different articles written either by Indies or on the Indies, on a wide range of topics all relating to the Indie Life in some way.
Articles
| Title | Topic | Author | Description | Date published | Date added |
|---|---|---|---|---|---|
| Going Rogue | Going Indie | (The Escapist)Jay Barnson | Why Indie? How could anybody abandon the steady paychecks, access to the best tools and engines, large teams of skilled colleagues and the glory of working on one of next holiday season's blockbusters for a chance to labor in relative obscurity on tiny, niche titles? | 2008-08-05 | 2008-08-05 |
| How To Use And Abuse The Gaming Press And How The Gaming Press Wants To Use and Abuse You | Marketing | Kieron Gillen | I want to help you trick me. Because – and here’s the secret message of this particular speech in case you want to leave now – I want to be tricked. So go ahead. I’m asking for it.
Kieron Gillen details how you can 'use' the press, and how they want to be 'used', to market your game and company. | 2005-08-12 | 2008-08-10 |
| Talking to Pirates | Pirating | Cliff Harris | Cliff Harris asks the question: Why do you pirate my game? Here he discusses what he has learned from the responses and how he'll change his practices based on the feedback. | 2008-08-13 | 2008-08-21 |
| Release Day Nerves | Going Indie | Cliff Harris | With life simulator Kudos 2 set to hit shelves on Wednesday, Indie developer Cliff Harris weighs up the pros and cons of being indie and tries not to stress himself to death. | 2008-09-30 | 2008-10-1 |
| The Designer's Notebook: The Tao of Game Design | Design | (Gamasutra)Ernest Adams | What's the point of designing games? Veteran educator and designer Ernest Adams examines the concepts of fun, enjoyment, and personal fulfillment to reveal the key, uplifting tenets of game creation. | 2008-08-18 | 2008-08-21 |
| Emotion Engineering: A Scientific Approach For Understanding Game Appeal | Design | (Gamasutra)Kalisto and Stéphane Bura | Players don't play to complete games, just as readers don't read to finish books. Players play to feel emotions. Game design is experience crafting for the purpose of emotion engineering. | 2008-07-29 | 2008-08-23 |
| Towards More Meaningful Games: A Multidisciplinary Approach | Design | (Gamasutra)Sande Chen | In this thought-provoking design piece, writer Sande Chen (The Witcher) takes a look at how to ratchet up emotional intensity - through narrative design, visuals, and music - to create more meaningful games. | 2008-07-22 | 2008-08-23 |
| Defining Dialogue Systems | Design | (Gamasutra)Brent Ellison | In an in-depth Gamasutra analysis piece, Ellison looks at the universe and history of player-NPC dialogue interaction in games, analyzing titles from Mass Effect through Facade to The Sims and beyond. | 2008-07-8 | 2008-08-23 |
| Nine Things I Wish I Knew (before going indie and making 2 hit games) | Marketing | (NotesOnGameDev)Andy Schatz | There was a day, four years ago, when I was not a media whore. | 2008-11-3 | 2008-11-11 |
| 7 Tips For Using Google Analytics For Webmasters | Marketing | Cliff Harris | If you run a website, especially one that sells software, you need to know these basic tips for getting the most out of Google Analytics. | 2008-12-3 | 2008-12-4 |
| Lugaru Postmortem Giveaway | Marketing | Jeff | A few weeks ago, we tried something new. We gave Lugaru away 100% for free in a holiday promotion. | 2009-01-04 | 2009-01-04 |
| Why You Should Support Mac and Linux | Marketing | Jeff | Supporting Mac OS X and Linux has directly increased game sales by around 122%. Read why. | 2008-12-28 | 2009-01-04 |
