Archive for the ‘indie games’ Category.

Size Doesn’t Matter Day

This is one of a set of articles all published on Tuesday, August 17th, 2010, the inaugural Size Doesn’t Matter Day organized by Jamie Cheng from Klei, where game developers talk about how the length of a game is or isn’t important relative to its other merits.  Links to all the ones I know about […]

Come to PAX and play Monaco and SpyParty!

Been waiting to play SpyParty? Convinced your best friend would always pick the Kung Funky dude in the nehru suit when it’s his turn to be the Spy and you want to shoot him before he bugs the Ambassador? Annoyed that all the game journalists have gotten to play it and you haven’t? Well, now’s […]

Lost in the 4th Dimension…

Most indie game developers I know do “indie game work days”, where one or more people will get together at somebody’s house or a coffee shop to work on their individual games in parallel.  Some people call this “co-working”, I guess. Today, Marc ten Bosch is over at my place, and is working on new […]

Game development is tedious, let’s go shopping!

Let’s be clear:  I love making games, and I hope to do it for a few more decades, fate willing. That said—like in other creative endeavors—the pursuit of awesomeness in game development is often mind-numbingly tedious and mundane.  Case in point:  my last week and a half. It all started when I decided the next […]

GDC 2010: Developers Playtest SpyParty

As I mentioned before, I playtested the hell out of SpyParty at GDC this year.  I tried to take pictures of everybody playing, while simultaneously taking copious notes, as one should while people are playing your game.  Since I’m doing the depth first design methodology, the game required a fair bit of explaining to get […]