Welcome to the Editors Choice award for Mod of the Year 2011.
David Lindasy, lead designer of City of Steam, talked about the steampunk world in his mind.
This was the first time I entered ludum dare. It's been a very nice experience to develop a game from concept to "somewhat finished" product in two days...
Take a look at what our Editor noticed throughout 2011!
This is an interview Kedhrin did with Mr. Sark a few days after Nexuiz was unveiled at the Inside Gaming Awards 2011.
In our first article we would like to give you a little overview about how the Canalyst project started and how the games' first level grew to that, what...
All about financial terms, legal traps and things to obey: On popular and more discrete private requests, I was asked to talk a little bit more about...
This is an English translation of the interview with Homegrown Games for the VLP Magazine scheduled to be published in 01/2012. It`s all about Indie Developement...
Concept release of Renegade's special abilities that players can choose from to bring into battle
About the HTML5 MMORTS Illyriad, from initial concept to release to adoption of HTML5 and continued development. As well as advice for developers of persistent...
Year in Review Quarter 04 October through till December 2011.
Year in Review Quarter 04 October through till December 2011.
The hero of our story, Great Pier (or Grutte Pier Donia like he was called in Frisia) was the kick-off of the design process for the game. We wanted to...
Year in Review Quarter 03 July through till September 2011.
Biography for the loyal lunatic biker gang "Reapers" Not for the faint of heart.
A description on the power-ups found in the game, how they were designed and how they work. Includes a description of the upcoming power-up: The BSG
Year in Review Quarter 02 April through till June 2011.
Year in Review Quarter 01 January through till March 2011.
A step-by-step timeline of how illustrations are put together.
The strength of Illyriad’s character art is that it isn’t as good as it needs to be. It’s deliberately much better than it needs to be.
I thought it would be interesting looking back at the past 5 months of Battlemass’ development and write a little something about the development side.
This news post is here to help you prepare for the upcoming Indie of the Year. The event is shaping up to be our biggest yet and our aim is to get as...
This is an overview of how SteroidS was designed, and how the design for a game can come from unlikely and dumb situations.
Interview with the Illyriad Devs about HTML5 and how it may affect the future of gaming
Learn about the artist behind the 2011 MOTY and IOTY theme!
Exclusive interview with the founder of WoS Team (October 31, 2010). Founder of the WoS Team tells the story of the team, history projects, and also tells...
Today I will explain how our mission log works. It is dynamic, useful in terms of "hinting" the player without telling him what to do and it covers both...
Digmaan: The Aftermath Game features article, now featuring the game's second cool ceature.
First sneak on one of Digmaan: The Aftermath Features. This is the first feature that our game will have.
This will be the last Feature for some time, as we`ll focus more into actual developement instead of presenting our game here (while still check &...