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October 20, 2019
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Updates » Indie
Don't Miss: 50 common game camera mistakes -- and how to fix them 5
by Staff [07.08.19]
"Cameras are most noticeable when they fail." Thatgamecompany's John Nesky speaks about the importance of good camera design in games, and what he learned on the subject while working on Journey.
Console/PC, Social/Online, Indie, Programming

My Friend Pedro's journey from Flash cult hit to indie success 2
by Cian Maher [07.08.19]
'The game grew very organically and it was all about discovering as I went along,' creator Victor Agren explains in this inside look at how My Friend Pedro went from Flash cult hit to indie success.
Indie, Design

Video Game Deep Cuts: Speedrunning The Sea Of Solitude  
by Gamasutra Staff [07.05.19]
This week's roundup includes some amazing highlights from the Summer Games Done Quick speedrun series, a look at intriguing new title Sea Of Solitude, and lots more still.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Q&A: Exploring the design of cat-in-a-mech Metroidvania Gato Roboto 1
by John Harris [07.05.19]
In this in-depth Q&A, the dev team behind Doinksoft's remarkable cat-in-a-mech explore-'em-up Gato Roboto dig into its level design and reflect on what makes a great lo-fi Metroidvania.
Console/PC, Indie, Design

Zachtronics games are now free for public schools and educational nonprofits  
by Alex Wawro [07.03.19]
Dubbed Zachademics, the new initiative allows teachers and other educators to request licenses for Zachtronics games if they're going to be used for teaching purposes.
Indie, Business/Marketing

Video: The dialog systems and tools of Firewatch  
by Staff [07.02.19]
In this 2017 GDC session, Unity's William Armstrong and Campo Santo's Patrick Ewing discuss the logic, tools, and workflow behind the dialog system used on Firewatch.
Indie, Design, Video, Vault

Video: Darkest Dungeon's 'camp counselor' approach to community management  
by Staff [07.01.19]
In this 2017 GDC talk John Lindvay explains why Darkest Dungeon dev Red Hook adopted a 'camp counselor' approach to community management, and how it helped foster strong relationships with players.
Indie, Business/Marketing, Video, Vault

Video Game Deep Cuts: Valve's Index Vs. Super Mario's Bloodstained Invasion  
by Gamasutra Staff [06.28.19]
This week's roundup includes a look at Nintendo's spritely Super Mario Maker 2, more impressions of IGA's much-awaited & Castlevania-ish Bloodstained, and a surprising new invasion in EVE Online.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

The complicated process of porting Graveyard Keeper to consoles and mobile 4
by Svyatoslav Cherkasov [06.28.19]
Lazy Bear Games summarizes the team's experience of porting a PC game made in Unity to iOS, Android, Xbox One, PlayStation 4, and Nintendo Switch, all while the PC version was being patched and improved.
Console/PC, Smartphone/Tablet, Indie, Programming, Production

Valve clarifies Steam Sale event after devs chart declining wishlists  
by Alissa McAloon [06.27.19]
Valve offers a much-needed clarification after developers surmised an event's unclear rules were likely behind players removing cheaper games from their Steam Wishlists en masse.
Console/PC, Social/Online, Indie

Video: Rapid-fire animation insights from the GDC 2019 Animation Microtalks  
by Staff [06.26.19]
In this GDC 2019 microtalk session 11 experts from Blizzard, BioWare and other industries present a series of rants, raves, observations and wild musings on animation and the game industry as a whole.
Console/PC, Indie, Art, Production, Video, Vault

Game Design Deep Dive: Making the 100(!) endings of Reventure 2
by Javi Cepa [06.26.19]
Javi Cepa explains the design challenges in making Reventure, a Steam success that has 100 different endings.
Console/PC, Indie, Design, Video, Deep Dive

Don't Miss: Unpacking The Silver Case: A Q&A with Grasshopper Manufacture 1
by Brandon Sheffield [06.25.19]
We spoke with some of the developers of The Silver Case, discussing character design, story, and its 2017 remaster.
Console/PC, Indie, Art, Design

Video: Tips on art directing VFX for stylized games  
by Staff [06.25.19]
In this 2017 GDC talk artists from Double Fine, Epic Games, and more discuss methods for establishing the artistic pillars of your game's VFX, using specific examples from iconic games!
Console/PC, Indie, Art, Design, Video, Vault

Video Game Deep Cuts: My Friend Pedro's Elite Beat Agent  
by Gamasutra Staff [06.23.19]
This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Learning from the doomed launch of Brigador  
by Staff [06.20.19]
In this 2017 GDC session, Stellar Jockeys' Hugh Monahan dissects the development and release of Brigador from both marketing and design perspectives, to help you learn what went wrong.
Indie, Business/Marketing, Video, Vault

PSA: Upload your resume to Gamasutra's job boards!
by Staff [06.20.19]
Here's a friendly reminder that Gamasutra's job boards are the best place to find your next job in the game industry - upload your resume and land the job you want!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Using email lists for fun, profit, and building your own fan club  
by Staff [06.19.19]
In this 2019 GDC talk, game developer Chris Zukowski explains how to level up your email list, and why a well-run email list can be 5-10 times more effective than Twitter or Facebook!
Console/PC, Indie, Business/Marketing, Video, Vault

Don't Miss: Rethinking the RPG to make it fun to be the bad guy in Tyranny 2
by Staff [06.18.19]
"You may sell the player with a 'you get to be an evil bully' promise, but for there to be a source of conflict, there needs to be a mountain of bigger bullies to climb and strive against."
Console/PC, Indie, Design

Live, die, repeat: How Outer Wilds piques curiosity in an ambivalent solar system 1
by Kris Graft [06.18.19]
Outer Wilds is a game whose universe makes you feel small - like a cog in a gargantuan wind-up clock. It's a universe that's ambivalent to your existence; one that shrugs at your presence and absence alike.
Indie, Design, Video