Archive for September, 2012

True to Design: What I’m Reading

September 17, 2012 Leave a comment

The Case Against Auction Houses:

Devil May Cry: Born Again:

How DICE Does It:

Three Ways to Increase Your Influence:

What Publishers Want: 10 Tips for Getting Your Game Funded:

Kickstarter for the Average Indie:

Guerrilla Multiplayer Development:

Building Your Leadership Brand:

The Media Molecule Identity:

Creativity, Puzzle Games, and Brain Damage:

True to Design: What I’m Reading

September 10, 2012 Leave a comment

Overcoming the Temptations of a Leader:

No Good Deed – Narrative Design in Spec Ops: The Line:

5 tips for making fighting games with giant monsters:

Managing Remote Employees: Lessons Ancient Rome and Today:

The Challenges of Choosing the Right Way to Grow your Company: Build, Borrow or Buy?:

The Metrics of Space: Tactical Level Design:

Does Zynga really need a FarmVille 2? You bet:

Keeping your team on the same page, the Insomniac way:

Next Generation Monetization: Supremacy Goods:

Forget violence: Do co-op games make us less aggressive?:

The 4 pillars of making a truly great game, according to Insomniac: