A Tale of Tutorials

Welcome back! This time on GameDev Breakdown we’re discussing the finer points of tutorials in games, and yes, whether or not they even have a rightful place in them. That idea may surprise you, unless you spend any time talking about development on Twitter where it’s become oddly commonplace.

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Yes, Coding Is Hard

A viral tweet suggests coding isn’t hard, developers are just gatekeeping. Yikes.

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Creating a Prototype

This time on GameDev Breakdown, as promised, Todd runs through his prototyping process, start to finish.

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Treat Your Business Like a Business

Are “small content creator” support communities really something we should want?

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Exception Game Developer Will Traxler

Will Traxler of Traxmaster Software discusses his new game, Exception, his first commercial release following years of solo development. Will shares insight into his unique post-launch mindset, his solution to investing in his development, and the dynamics of outsourcing PR responsibilities as a one-man studio.

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The Games That Drove Me to Make My Own

This post is based on a suggestion from our Patreon Writers’ Room by patron Charlie Cox. After the thousands of hours (and usually dollars) we’ve all invested in our game development pursuits, it helps to take opportunities to look back and reflect on (or resent) what we experienced much earlier in life that convinced us … Read more

Rob Hewson of Huey Games

Thanks to some gracious networking help from Patreon supporter Mark Feller and Indie Gamer Chick, this time we’re hearing from LEGO games veteran and current Huey Games CEO/Creative Director Rob Hewson! As has become a beautiful show tradition, we open up by discussing what everyday game development is like in the guest’s part of the world. Rob’s team has won a grant from the UK Games Fund which is helping his team carry on the family business–his father and co-founder is UK game industry legend Andrew Hewson, whose game products in the 80s and early 90s are the inspiration for some of the very games they’re publishing today.

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Author David L. Craddock

If you don’t think you’ve read or at least seen any of David L. Craddock’s phenomenal books on the game industry and game development, check again, you probably have. Some of the greatest stories of the development space have been captured in David’s phenomenal pages, including Blizzard’s early history with Diablo, tales from the days of NetHack and other early Roguelikes, and more recently, Yacht Club Games’ action-packed development of Shovel Knight for Boss Fight Books. He kindly agreed to Skype in as Humble Bundle closes out its Boss Fight book bundle promotion (you still have about two days!) and his insight was every bit as interesting as I expected.

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The Path of Motus Creator Michael Hicks

Michael Hicks has released more creative projects since his late teens than some folks get to throughout an entire career. His top two game releases, Pillar and The Path of Motus, have been downloaded half a million times across a wide variety of platforms. When Polygon investigated Valve’s shortcomings in supporting Steam developers, Michael’s sharp criticism for Valve’s practices took center stage in the debate.

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