Game development

First anniversary of being a full-time indie game dev

A year ago I was losing my day job and didn’t know what would be next for me. I’ve been fortunate enough to have another indie dev to bet on me and because of this I can now say that I’ve been a full-time indie game dev for a year now! Saying no to Ubisoft […]

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Why is selling good games so hard?

This title isn’t from me; it’s from an early access postmortem of the game Book of Demons that you can read here: https://thingtrunk.com/bod-early-access-launch-postmortem/ I don’t like this question. Different indie devs getting similar results might come to different conclusions and it’s really hard to get people to read between the lines to see the real […]

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Partnership vs solo

Ever since the release of March of the Living, I’ve become really aware of what it takes for a game to be financially successful. I mean I always knew it wasn’t easy but MotL’s success helped to make this even clearer. The success of MotL is probably enough for me to not look for a […]

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Finishing before the deadline and under budget

First thing first, if you haven’t read yet the article my publisher, Neil Yates from Creaky Corpse, wrote about his transition from indie dev to publisher you should go read it right now:¬†http://gamasutra.com/blogs/NeilYates/20160428/271515/The_transition_from_indie_developer_to_publisher.php It’s not quite a full postmortem on March of the Living but a detailed piece explaining how the game came to reality. […]

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How to feel better about your imposter syndrome

There’s an article on Polygon in ¬†which some game developers are talking about this imposter syndrome they are feeling. I’m guessing that you need to have met success of a particular scale to start feeling that way as it’s really not something I can relate to and even have a hard time understanding. My best […]

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