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July 25, 2021
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Updates » Indie
Multiple Borderlands 3 developers depart Gearbox for indier pastures  
by Alissa McAloon [07.22.21]
Several now-former Gearbox developers are getting in on one of the biggest trends of the 2020s: quitting triple-A to go indie.
Console/PC, Indie

Blog: Dynamic destruction in Radio Viscera  
by Gamasutra Community [07.22.21]
This is an overview of all the elements which contribute to the dynamic damage system created for Radio Viscera.
Console/PC, Indie, Programming, Art, Audio

Discovering your game's regional appeal, pre-launch?  
by Gamasutra Staff [07.21.21]
What's the best way to see the regional breakdown of Steam interesting and wishlists before launch? This, plus lots more, in our discovery latest round-up.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

GDC 2021: Find all our coverage here!  
by Staff [07.19.21]
Stay up to date on news, interviews, session coverage and more from the all-virtual GDC 2021.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Q&A: Make your game a social platform and retain players with Agora (spons.)  
by Staff [07.19.21]
Gamasutra speaks with Sid Sharma, sr. director of developer relations and partner engineering at Agora, about how Agora's real-time engagement platform can turn your multiplayer online game into a social platform.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video

Analysis: Let's talk about Steam Deck, shall we? 4
by Gamasutra Staff [07.15.21]
Ah, look, Valve has released its plans for a Steam-related handheld. What's all that about, then? We look into the announce and what is means for platforms...
Console/PC, Indie, Design, Production, Business/Marketing

Game discovery: where do short/niche games fit?  
by Gamasutra Staff [07.12.21]
How can games that don’t hew to today’s discoverability ideals actually get alone and do well in the market? Maybe we need a new business model for this...
Console/PC, Indie, Design, Production, Business/Marketing

Are these really the 'ugly truths' for indie publishers? 1
by Gamasutra Staff [07.09.21]
A look at some controversial views on indie publishers, the latest public contract in the game publisher space, and lots more besides.
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [07.08.21]
Take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Console/PC, Indie, Design

Blog: Initial thoughts on Rational Design 2
by Gamasutra Community [07.08.21]
The idea of Rational Design, born more than 10 years within the walls of Ubisoft, is still living and breathing. Here, Alexis Jolis-Desautels provides some initial thoughts on why the idea is more relevant now than ever
VR, Console/PC, Indie, Design, Production

The relaxing, open-world puzzle design of A Monster's Expedition  
by Joel Couture [07.08.21]
"The way that the music is calming, and even quiets down as you pause to think about a tricky puzzle, really lends itself to a sort of “puzzle-solving meditation” style of play..."
Console/PC, Indie, Video, IGF

Blog: An ode to optimization video games 3
by Gamasutra Community [07.07.21]
A subgenre of strategy games, optimization/logistics games have attracted fans to a different kind of gameplay and thinking that I wanted to talk about today.
Console/PC, Indie, Design

Q&A: Developing the visually striking Death Trash  
by John Harris [07.07.21]
"There’s depth in the Death Trash world," says creator Stephan Hövelbrinks. "It's just consumed in a different way."
Console/PC, Indie, Art, Design, Production, Video

Exploring the subliminal spaces between strobing lights in Gaël Bourhis' Kristallijn  
by Joel Couture [07.06.21]
The developer of Kristallijn share what interested them in exploring the space between the blinks of a strobe light, and what questions the game aims to ask as players see what lies in the moments of darkness.
Console/PC, Indie, Video, IGF

What do devs really want from a game platform?  
by Gamasutra Staff [07.06.21]
Sometimes, as a game’s creator and 'the little guy', you feel helpless in the face of 'the big guy'. So let's talk about game platforms, and what devs need from them!
VR, Console/PC, Indie, Design, Production, Business/Marketing

Sponsored Content
As demand rises, Autodesk looks to the next decade of game development  
by Staff [07.05.21]
Sponsored: Video games continue to become more and more complex, and developers need to know that the tools they use are up to the challenge.
VR, Console/PC, Smartphone/Tablet, Indie, Art, Video, Sponsored Article, Video Q&A

SNKRX: anatomy of a sleeper hit  
by Gamasutra Staff [06.30.21]
It’s time for a deeper dive into the sleeper success of SNKRX, the "arcade shooter roguelite where you control a snake of heroes that automatically attack nearby enemies."
Console/PC, Indie, Art, Design, Production, Business/Marketing

Opinion: what's the best timing to release your game?  
by Gamasutra Staff [06.28.21]
We never really talked about which week and month it’s best to debut your game in. There’s a contrarian, over-simplistic answer on this, and then a more nuanced answer. You get both.
Console/PC, Indie, Design, Production, Business/Marketing

Creating conversations from card game mechanics in Signs of the Sojourner  
by Joel Couture [06.28.21]
"Our hope is that while playing, folks will consider who they want to build relationships with, and how, and why, rather than the equivalent of blasting through every branch in a dialogue tree."
Indie, Art, Design, Video, IGF

Inside the thoughtful design of Thunder Lotus' Spiritfarer  
by Joel Couture [06.25.21]
"...we, as a team, engaged in deep introspection, thinking about the people around us who had an impact in our lives and who had passed away." said the Creative Director of Spiritfarer.
Indie, Video, IGF