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July 19, 2019
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Updates » Indie
Video: Legal experts discuss the law's impact on game dev in 2019 1
by Staff [05.02.19]
In this GDC 2019 talk a panel of legal experts discusses how legal developments in emulation, privacy, and more impact your work as a game maker.
Console/PC, Indie, Design, Video, Vault

Video: How Subset Games designed Into the Breach 1
by Staff [04.30.19]
At GDC 2019, Subset Games co-founder Matthew Davis details the Into the Breach design process from early drafts to the final balancing decisions (and how they came up with that great UI!)
Indie, Design, Video, Vault

Breaking down Plague Inc: The Board Game's sales data, commercial performance 1
by Gamasutra Community [04.30.19]
James Vaughan, creator of the massive hit Plague Inc., shares data from the first few years of selling Plague Inc: The Board Game, and offers key takeaways for other designers heading into the board game market.
Indie, Business/Marketing

Don't Miss: How the developer of Dig Dog learned to make games without using his hands 1
by Staff [04.29.19]
Longtime game dev Rusty Moyher chats with Gamasutra about exactly how (and why) he created his new game Dig Dog almost entirely without using his hands due to severe RSI.
Console/PC, Indie, Programming

Video Game Deep Cuts: Gone for Days, Leaked ROMs for Fortnites  
by Gamasutra Staff [04.29.19]
This week's roundup includes a look at Days Gone, a unique story of an Atari arcade game 'leaked', Fortnite's unpalatable dev crunch, parallax in games, Mortal Kombat 11's grindy glories, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Why you should put your name on your indie game  
by Staff [04.24.19]
Experienced indies Zach Gage & Bennett Foddy take the stage at GDC 2019 last month to discuss why indie game makers are one of the few craftspeople to not sign their work, and why that should change.
Indie, Design, Video, Vault

Don't Miss: How working on gross, violent games can mess with developers 20
by Staff [04.24.19]
In this 2015 feature, a number of developers share their experiences working on some of the gorier aspects of game development and reflect on how that work affected them.
Console/PC, Indie, Art

Don't Miss: Maintaining tension in Nex Machina 1
by Staff [04.22.19]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Console/PC, Indie, Programming, Design, Production

Boldly she rode: How Heaven's Vault reinvents adventure games  
by Katherine Cross [04.22.19]
"Inkle has done something radically original here, a breath of fresh air in a game industry all but stultified by unimaginative impersonations and safe bets," says Gamasutra columnist Katherine Cross on Heaven's Vault.
Indie, Design

Behind Dawn of Man's style of 'ant colony' city-building 2
by John Harris [04.22.19]
Dawn of Man sped to the top of the Steam charts last month with its compelling style of simulation and city building. We got with Martiño Figueroa of developer Madruga Works to find out more about the game's development and design.
Console/PC, Indie, Design, Production

Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Gamasutra Staff [04.21.19]
This week's roundup includes a Panzer Dragoon series classic postmortem, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games & the return of D&D.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Making debugging into a mechanic in Beglitched 1
by Staff [04.19.19]
"While debugging is considered to be one of the more odious aspects of programming, I felt that under the right circumstances, it could actually be exhilarating," says AP Thompson, designer of Beglitched.
Console/PC, Indie, Design

Take me to the hole: Loss and triumph in Astroneer 1
by Katherine Cross [04.19.19]
It wasn't until columnist Katherine Cross fell into a hole that she truly understood the genius of Astroneer.
Console/PC, Indie, Design

Don't Miss: Devs reflect on the impact and legacy of Burnout Paradise 2
by Staff [04.18.19]
Devs who worked on or were influenced by Criterion Games' 2008 release Burnout Parasise reflect on what made the game so special and how it changed the racing genre.
Console/PC, Indie, Design

Lights in the dark: How Ashen's design sets it apart from other 'Soulslikes'  
by Cian Maher [04.18.19]
Creative director Derek Bradley opens up about the design of A44's remarkable Soulslike Ashen, and discusses how subtle art and design choices set it apart from the bleak worlds of From Software.
Console/PC, Social/Online, Indie, Design, Video

How Inkle developed its own ancient language for Heaven's Vault 2
by Jessica Famularo [04.17.19]
Enjoy this unique behind-the-scenes look at how inkle developed a whole ancient language (the 'Guitar Hero of linguistics') to be deciphered by players in the studio's new game Heaven's Vault.
Indie, Design, Video

Don't Miss: Layering challenges in Klei's survival sim Oxygen Not Included 1
by Staff [04.16.19]
"It's the layering that makes intense decisions. In Oxygen Not Included, the player must balance all the needs of their Duplicants simultaneously. Each need is not so difficult, but it's easy to let something slip."
Console/PC, Indie, Design

Video Game Deep Cuts: Falcon Scores Weed, Needs Vacation  
by Gamasutra Staff [04.14.19]
This week's roundup includes intriguing debuts from Falcon Age and Vacation Simulator, a historical tour of The Division's New York, the trickiness of marketing your weed tycoon game & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design

Don't Miss: Totally Accurate Battle Simulator and finding the fun in physics engines  
by Staff [04.12.19]
"If everyone doesn’t take the game so seriously we can have a lot more fun with it and do more," says Landfall's Petter Henriksson of the studio's penchant for weird physics in this in-depth chat.
Indie, Programming, Design

Postmortem: Throwback roleplaying adventure Hero-U: Rogue to Redemption 1
by Gamasutra Community [04.12.19]
Hero-U: Rogue to Redemption, from the creators of Quest for Glory, saw hard-fought successes as well as tough-to-swallow shortfalls. Here's the dev team on what went right, and what went wrong.
Console/PC, Indie, Production