December 5, 2014 Full Indie Uk How to create crazy-fun gameplay without confusing your players Alistair Aitcheson on tweaking the UX for Tap Happy Sabotage
November 7, 2014 Full Indie Uk Column Learning to say yes: Why being an indie means putting yourself out of your comfort zone I went to fear and all I got was this stupid t-shirt
October 24, 2014 Full Indie Uk Column KPIs are important but don't fall into the Ludic Fallacy Solve the problem not the symptom says Luke Dicken
October 10, 2014 Full Indie Uk Column 10 key steps to project management success ”I love deadlines. I like the whooshing sound they make as they fly by”
September 26, 2014 Full Indie Uk Column How I went indie, coded Fairway Solitaire, moved continents and took 9 years to make any money Jake Birkett on making mistakes and surviving
September 12, 2014 Full Indie Uk Column Resurrecting and then killing your darling again: Post-mortem of a twice cancelled game The life and death of Leaf Rider
August 29, 2014 Full Indie Uk Column Killing your darlings: Post-mortem of a cancelled game Why Leaf Rider from Two Tails ran off the tracks
July 25, 2014 Full Indie Uk Column What's the story? How to adapt your game to suit your players' taste Luke Dicken on appling the personal touch
July 18, 2014 Full Indie Uk Development perspective: What lessons did Develop 2014 teach our indies? Games by the sea