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Not On Steam Sale. Cute Things Dying Violently Windows game. Case Studies. As part of my research into Creativity (what it is, how it happens, WHY some people succeed and others don’t) I’ve been interviewing successful creatives across the games industry, from design to tech to art and back again! I can’t even begin to describe how awesome and generous these people have been with their time – they’ve been super patient with me and all my questions! (I’m like that kid who never grew out of saying “Yeah, but…why?” And “…how does THAT work?!?”) These case studies and interviews are full of trials and tribulations, hilarious anecdotes and some very harsh lessons – since they’ve been a huge help and an inspiration to me, I figured you might find them valuable too! Hey, want to know what all this is about and WHY I’m so curious about how these awesome peeps got started?

Got a story to share that you reckon folks here would find valuable? Like this: Like Loading... Devs express disappointment with Xbox One over Twitter. Microsoft's Matt Booty affirmed earlier today that digital publishing policies on Xbox One would be no different than they were on Xbox 360. Any hope that Microsoft would right the ship that has inconvenienced a good number of former XBLA devs went down the drain after we learned that indies still won't be able to self-publish their wares. Never mind that just about every other viable platform gives them flexible options, because Microsoft is having none of it. You don't have to take my word for it! Those devs and others have taken to Twitter to express their disappointment in Microsoft's stubbornness.

Maybe if enough of them speak out, Microsoft will reconsider its plans, but I somehow doubt it. Below are just a few choice tweets. Brian Provinciano, creator of Retro City Rampage: "No self-publishing" doesn't just hinder developers. Mike Bithell, creator of Thomas Was Alone: George Broussard, co-creator of Duke Nukem: David Frampton, creator of The Blockheads: David Frampton again: AAA troubles can help independent scene, says Klei founder. It's been a difficult stretch for the AAA game industry, with Electronic Arts, Activision, and Disney all making cuts this month alone. As unwelcome as that news might be, Klei Games founder Jamie Cheng told GamesIndustry International that there's an upside to such moves.

The head of the studio behind Shank, Mark of the Ninja, and the upcoming Don't Starve attributed the recent boom in the independent development scene in part to years of struggles at big publishers. "With all the changes and layoffs, we're seeing so many new studios come up that are doing these games without the crutch of hundreds of millions of dollars of marketing...I think for sure that the layoffs are fuelling way more development in the small, independent space," Cheng said, noting that he prefers "independent" to "indie" as the latter term carries more potentially inaccurate connotations.

However, Cheng added the sudden surge in available talent isn't exclusively beneficial to companies like Klei. Jamie Cheng. The Indie Game Magazine - Indie Game Reviews, Previews, News & Downloads. Kongregate: Play free games online. Welcome to indiePub Games.