Dev Links: Branching Paths
“This is a slightly-edited re-post of a series that I’ve been writing in quiet isolation (which you get used to doing indie development) on my blog.
Today’s Developer Linksinclude some great reads on the shifting industry, avoiding work-for-hire and the SCUMM engine.
Data-driven design with Unity 3d, Part 1 – Brainstorms, Initial Requirements.(#AltDevBlogADay)
“This is a slightly-edited re-post of a series that I’ve been writing in quiet isolation (which you get used to doing indie development) on my blog. Currently up to part 4 of the series, they have been received somewhat well by my small subset of beta testers, so might as well throw them out to the world at large ;}”
‘Everyone ran off to mobile and left the door unlocked for us’(Gamasutra)
“Just because there is a major shift going on in the industry, doesn’t mean that is the best direction for your studio. In fact, argued Thomas Was Alone’s Mike Bithell at Develop Conference this morning, these shifts can leave spaces wide open for indies to fill.”
Do you really need to take work-for-hire?(Gamasutra)
“For Dan Pinchbeck, creative director of The Chinese Room, work-for-hire was never an option: “It would be removing us from what we got into the games industry to do in the first place.””
The SCUMM Diary: Stories behind one of the greatest game engines ever made(Gamasutra)
“SCUMM might “just” be a video game engine — but it’s a video game engine that can elicit emotions nearly as strong as the games that it powers.”
How do you plan for your games?(Winter Wolves)
“As you probably know if you follow me, I’m working on several games at the same time. Often people (both other indie devs or simple players) approach me asking “why/how do you make it”? Well, first of all, it’s not really my choice. ”
Feedback Friday: Shark Rider 0.20(Arges Systems)
“On this version we have lots of small tweaks, and have finally started replacing the background elements with sprites that are close to the final ones. How does it look?”
The Video Game Kickstarter Report – Week of July 12, 2013(Zeboyd)
Solving the problem of art in video games(Independent Gaming)
“Sometimes I look at a gorgeous, well-drawn indie game and wish I could draw half as well. I’m sure all of you must have been through something similar. Especially when you’re stuck using the standard mouse and keyboard. Code can be done very effectively with these, but art? More often than not, the mouse has its limitations.”
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