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Visual Character Design By Nathan Hansen
A personal insight into how to get that perfect look for your adventure game characters.
Just Like Monkey Island By Deirdra Kiai
Deirdra Kiai outlines the continuing evolution of her personal game design philosophy, starting from imitation and moving on towards innovation and beyond.
Looking Back: The Apprentice By Jussi Eskelinen
The Apprentice is an amateur adventure game by Herculean Effort, released in 2003. It won four AGS Awards and four awards from the (now defunct) The Crow's Nest. How does one look at an older amateur adventure game today, and where does the Apprentice stand now in the still short history of the tiny niche called amateur adventure games?
Going Commercial By Chris Tolworthy
Can you make a living as an independent adventure games developer? Chris Tolworthy, an independent developer himself, has performed some research, and shares his findings with you in this article.
A word with Steve Ince By Erwin Broekhuis
Adventure Developers talks to Steve Ince about his recently founded company, his own forthcoming game, and about independent game development in general.
The Cold Hotspot: Part 4 By Beiddie Rafól
Not all hope is lost as adventure developers are steering the genre towards the future. We're starting to see signs of reliable conventions being refined, and outright innovation in concept and design. Beiddie ends the series on a very optimistic, yet realistically watchful note.
The Cold Hotspot: Part 3 By Beiddie Rafól
Why are excellent titles like Grand Theft Auto and Half-Life 2 buzzwords on everyone's lips while another good title like Moment Of Silence is just that - silent? The publishers and marketers know the answer. Or do they?
Review manifesto By John Campbell
Adventure Developers is going to review independent/amateur adventure games, and is looking for reviewers. Our reviews are going to be a little different from what you're used to, though. John Campbell explains how and why.
The Cold Hotspot: Part 2 By Beiddie Rafól
What happened that caused the adventure game to slip into relative obscurity and be largely ignored by the media and the rest of the world? Maybe the games of other genres can give us a clue.
The Cold Hotspot By Beiddie Rafól
In its 'golden age' the adventure game enjoyed the trappings of luxury - a rarified cult status, high level production, original content, and yes, even innovation. However; the playing field has changed, the game has not. Is a renaissance possible for this genre?
Puzzle Theory By Blake Speers
Blake Speers gathered a big list of puzzle theories which you could use for your game. Now there's no excuse for repeating the same puzzles again and again.
The Importance of Story 2 By John Campbell
John Campbell continues his monthly feature with an article about the importance of integrating rich and developed characters into your story.
Adventure Music By Mark Lovegrove
Mark Lovegrove takes aspiring composers by the hand and teaches how to set up the music for your adventure game.
Puzzle Implementation By Stuart Young
Puzzled about puzzles? Stuart Young shines a light on how to implement them into your game.
The Importance of Story By John Campbell
John Campbell is missing something in a lot of independent adventure games. This is the first article in a monthy series in which he'll try to help you with story writing and related topics.
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