| |
 |
|
|
Out Of Order retrospective: The big (speak) easy By Tim Furnish
In this article, Tim Furnish writes about writing dialogue for Out Of Order.
Out Of Order retrospective: A-hunting pixels we shall go By Tim Furnish
Tim Furnish isn't too fond of hunting for small objects in big places. In this article Tim discusses solutions he could've used to avoid these pixel-hunting puzzles in his game Out of Order.
Out Of Order retrospective By Tim Furnish
This article is the introduction to a series of articles in which Tim Furnish looks back on developing "Out of Order", his critically acclaimed adventure game.
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.
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.
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?
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.
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.
21 Adventure game design tips By Bill Tiller, Larry Ahern
Bill Tiller and Larry Ahern, both industry professionals, share their knowledge in adventure game design with a set of basic tips.
A lesson on legal anarchy By Stevan Zivadinovic
Game developers, LucasArts being a well known example, aren't always happy with unauthorized, fan-based, sequels based on their intellectual property. In this article, Stevan tries to avoid the cold wrath of their lawyers.
|
|
|
|
|
|
|