IndieGames.com Gamasutra - The Art & Business of Making Games Opinion: Indie Game Design Do-s and Don't-s: A Manifesto [Veteran indie game creator Edmund McMillen, known for his work on 2005 IGF Grand Prize winner Gish, Time Fcuk, and Super Meat Boy for WiiWare, shares his opinions and manifesto on making indie games, with 24 clear do-s and don't-s to make your art thrive.] One of the most common questions I'm asked in interviews is, "Do you have any advice for independent game developers who are new to the scene, or tips for developers in general?" Well, I actually answered it this time: I came up with this list of indie do-s and don't-s. Now, I'm going to make clear that I'm not perfect and I'm sure as the years go by this list will change. Also note that when I refer to a "designer" or "artist," I include programmers. The creative is visible in the work as a whole rather than in the specifics. This is a list for the creative designer who strives to be independent. Anyway, here's the list. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24.
Postmortem: Defense of the Ancients [In a Gamasutra-exclusive postmortem, some of the key figures behind seminal Warcraft III mod Defense Of The Ancients, now working on the DoTA-influenced League Of Legends for Riot Games, provide a look at the creation of the original title.] Having touched the hands of more than 10 million people worldwide since its inception nearly 5 years ago, Defense of the Ancients, (DotA) is arguably one of the most popular game mods of all time. Created primarily with the free "World Editor" packaged with Blizzard's amazingly popular RTS game Warcraft III: The Frozen Throne, each new version of DotA is the culmination of tens of thousands of man-hours of work by hundreds of community volunteers. DotA is an online session-based game where each of up to 10 players chooses a "hero" to play during a 5v5 match. The game is won by destroying your opponent's primary structure (Ancient), before yours falls. 1. Roshan - In version 4.0a, Guinsoo added Roshan.
Games from Within | So You Want to Be a Game Programmer? I often get email from people looking to get their first job in the game industry asking me for advice. What are companies looking for in candidates for entry-level programming positions? How come it’s so difficult to land a job? A few weeks ago, Joel wrote an article with advice for college students looking to become programmers. Specifically, I’m going to concentrate on the case of someone without any previous industry development experience applying to game companies for the first time, possibly straight out of college. The type of job openings you’ll be looking for are usually referred to as junior programmer, entry-level programmer, associate programmer, or something similar. What exactly am I looking for, then, in an entry-level programmer candidate? Enthusiasm. Maybe this goes without saying, but I figured I would put it as my number one item. How do you show this enthusiasm of yours? Always learning. You’re about to finish your college education. So go out and learn new things.
A Video Game Development Blog November 17th, 2008 Posted in Reviews, Featured | No Comments » A Digital Dreamer takes a close look at this gem of a PS3 game that every designer should take the time to play. We had heard a lot of great things about LittleBigPlanet for the Playstation 3 months before it was released. We heard things like the way the characters were designed and showed emotions brought instant smiles on the faces of pretty much anyone who had a chance to play it. Getting down to the most basic elements of the game, LittleBigPlanet is essentially a 2D side scrolling adventure. Read the rest of this entry »
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