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How to Pitch Angry Birds, If It Were an Unknown Indie Game

Published in Business and Law

By Drew Giovannoli - At the Red Fox Clan, we thought it would be fun to pretend that Angry Birds was still an unknown indie game as a template for how you can promote y...

How to check that a player's PC meets your requirements

Published in Game Programming

By Craig Edwards - You've created the next call of duty. In excitement, someone downloads your game and starts it. If their PC isn't the latest and greatest,...

Substance Painter Review

Published in Visual Arts

By Kelly L. Murdock - Take a look at this different approach to adding details to a model, not through texturing but by actually painting materials onto the model


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How to Pitch Angry Birds, If It Were an Unknown Indie Game

Mar 20 2015 11:10 AM | Posted By Drew Giovannoli in Business and Law
At the Red Fox Clan, we thought it would be fun to pretend that Angry Birds was still an unknown indie game as a template for how you can promote your game. We’re specifically going to write a pitch that would be emailed to reporters online.

Tagged With:  How to  game review  pitch  game promotion 
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How to check that a player's PC meets your requirements

Mar 20 2015 01:47 AM | Posted By Craig Edwards in Game Programming
You've created the next call of duty. In excitement, someone downloads your game and starts it. If their PC isn't the latest and greatest, are they met with a cryptic error message or crash, or something nicer? Read this article to find out how to do it the right way.

Tagged With:  system requirements  specifications  hardware detection 
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Substance Painter Review UNDER REVIEW

Mar 16 2015 10:43 AM | Posted By Kelly L. Murdock in Visual Arts
Take a look at this different approach to adding details to a model, not through texturing but by actually painting materials onto the model

Tagged With:  review  texture  3d modeling  materials 
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My GDC virginity: Of indie loserdom, hope and friendship.

Mar 12 2015 04:32 AM | Posted By Peter Cardwell-Gardner in Event Coverage
Indie developer Peter Cardwell-Gardner details his experiences of his first GDC. A tale of woe trying to pimp a failing Kickstarter for the music game, Cadence – and finding loving friendships in unexpected places.

Tagged With:  gdc  conferences  Cadence  kickstarter 
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Retro Mortis: RTS (Part 3) - Forged in Steel...

Mar 04 2015 03:02 PM | Posted By Michel Mony in Game Design
In this article, I take a look at Warcraft II and Starcraft, the "second age" of RTS.

Tagged With:  Design  Retro  RTS 
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Postmortem: "Pavel Piezo - Trip to the Kite Festival", a game for learning languages

Feb 24 2015 08:51 PM | Posted By Carsten Germer in Production and Management
Our game “Pavel Piezo - Trip to the Kite Festival” has just been released for the first target platform. I decided to write up this postmortem without knowing sales numbers and without being able to share details about marketing on different platforms as “the story so far”.

Tagged With:  postmortem  html5  cordova  phonegap  canvas  mobile  tablets  hidden object game  educational  javascript  postmortem 
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Skeletal Animation Optimization Tips and Tricks UNDER REVIEW

Feb 20 2015 01:28 PM | Posted By Peyman Massoudi in Graphics Programming and Theory
Skeletal animation plays an important role in gaming industry. There are many techniques which can be used to optimize skeletal animations to make them run more efficiently in real-time scenes. This article tends to address some of these techniques in two levels. Implementation level and usage level.

Tagged With:  Animation  Character Animation  Optimization  Skeletal Animation 
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Why a Game Development Degree? UNDER REVIEW

Feb 18 2015 07:49 PM | Posted By Reza Nezami in Breaking Into the Industry
Why would you need a Game Development degree when you can do a general Computer Science one? Would it get you any closer to your goals becoming a game programmer?

Tagged With:  Game education  training  Bachelor degree  career  game industry 
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Debugging - "Follow The Data"

Feb 18 2015 11:54 AM | Posted By Bruce J. Veazie in General Programming
Programmers may be unaware that, with the proper approach, debugging problems on their own can save time, and result in valuable self-education. An approach to debugging I call "Follow The Data" can do just that.

Tagged With:  debugging 
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Composing an Indie RPG Title Track

Feb 17 2015 12:38 PM | Posted By Thomas Henshell & James Marantette in Music and Sound
Composer James Marantette sheds some light on the creative process behind the Archmage Rises title track.

Tagged With:  rpg  music  composing  composition  title track  archmage  indie 
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Persistent Mapped Buffers in OpenGL

Feb 13 2015 09:04 AM | Posted By Bartlomiej Filipek in OpenGL
OpenGL (since version 4.4) gives us a new technique to efficiently move data from CPU to GPU. It's called persistent mapped buffers that comes from the ARB_buffer_storage extension.

Tagged With:  opengl  gpu  memory  performance 
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Visual Tools For Debugging Games

Feb 10 2015 07:03 AM | Posted By James Wucher in Game Programming
How much of your time do you spend writing code? How much of your time you spend fixing code?Which would you rather be doing? This is a no-brainer, right?

Tagged With:  game  game programming  debug  video game  2D  code  bug 
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Humble Bundle Distribution

Feb 09 2015 10:06 PM | Posted By Kevin Harwood in Business and Law
Have you considered doing a Humble Bundle for your game? Here's some advice and practical data on the decision.

Tagged With:  bundle  humble bundle 
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Are You Letting Others In?

Feb 07 2015 08:19 AM | Posted By Nathan Madsen in GameDev.net Soapbox
Are you missing out on a better quality of work by refusing to collaborate with others more often?

Tagged With:  composition  music  collaboration  feedback  game  audio 
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Banshee Engine Architecture - RTTI & Serialization UNDER REVIEW

Feb 06 2015 09:46 PM | Posted By Marko Pintera in APIs and Tools
Learn about the design and implementation details of the run-time type information system used by the Banshee Engine. This article is a part of a larger series relating to the Banshee Engine.

Tagged With:  game development  banshee  engine  banshee engine  c++  directx  opengl  3d  graphics  rtti  serialization 
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Standard Gameplay and IAP Metrics for Mobile Games (Part 2)

Feb 05 2015 07:15 PM | Posted By Andy Savage in Mobile Development
Article series covering basic analytics for mobile indie games. This week covering gameplay and balance.

Tagged With:  analytics  game balance  mobile  indie 
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10 Tips From Global Game Jam 2015 UNDER REVIEW

Feb 04 2015 08:06 PM | Posted By Tobiasz Siemiński in Game Programming
Read about how to prepare for the Global Game Jam and others!

Tagged With:  ggj  game jam 
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For a Career in Gaming, are Game Design Degrees Worth It?

Feb 03 2015 09:16 PM | Posted By Brice Morrison in Breaking Into the Industry
Many students and parents believe that if they are interested in a career in games, then the best thing for them to pursue is a degree in “Game Design”, “Game Programming”, or “Game Art and Animation”. I share my recommendations against this thinking.

Tagged With:  students  design 
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Making a Game with Blend4Web Part 2: Models for the Location

Feb 03 2015 09:22 AM | Posted By Mikhail Luzyanin in APIs and Tools
We continue working on a simple game. This time we'll discuss modeling and texturing models for the location. All is done with Blender.

Tagged With:  Blend4web  Blender  Game  3D Modeling 
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Making a Game with Blend4Web Part 1: The Character

Feb 03 2015 09:22 AM | Posted By Evgeny Rodygin in APIs and Tools
Today we're going to start creating a fully-functional game app with Blend4Web.

Tagged With:  Blend4Web  WebGL  Game  Programming 
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Making a Game with Blend4Web Part 6: Animation and FX

Feb 03 2015 09:19 AM | Posted By Mikhail Luzyanin in APIs and Tools
This article is about character modeling and animation, and also about creating the effect of the deadly falling rocks.

Tagged With:  Blend4Web  WebGL  Blender  Game  Animation  FX 
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Making a Game with Blend4Web Part 7: Enriching the Game World

Feb 03 2015 09:08 AM | Posted By Mikhail Luzyanin in APIs and Tools
In this article, we'll explain how to create environment FX and other details which make the game world more diverse and dynamic.

Tagged With:  Blend4Web  WebGL  Blender  FX 
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Estimating Effort for Small Projects

Jan 29 2015 07:11 AM | Posted By James Wucher in Production and Management
How much work will it take? How much have you finished? When will it be done? If you have to answer these questions, read this article.

Tagged With:  software  management  life cycle  estimation 
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GDC Social Tips

Jan 27 2015 09:30 PM | Posted By Ming-Lun "Allen" Chou in Breaking Into the Industry
The annual Game Developer Conference is a great place to meet people in the industry. Here are some tips for people preparing to break into the industry and wanting to socialize with other game developers.

Tagged With:  GDC  conference  networking 
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PID Control of Physics Bodies

Jan 26 2015 11:39 AM | Posted By James Wucher in Math and Physics
Once you bite the bullet and decide to use a physics engine for your game pieces, you are going to have to come to terms with making them move naturally. Getting a handle on handling forces to make things "turn" can be a psychotic episode in the making. Instead, do what the engineers do in the real world and use a PID control loop.

Tagged With:  2D  Box2D  Physics  PID  Control Loop 
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