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April 25, 2017
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Updates » Indie
Video: Game localization shenanigans in the Chinese-speaking world  
by Staff [04.24.17]
At GDC 2017, IGDShare organizer and experienced localizer Jung-Sheng Lin tries to help devs avoid calamity by running down some of the potential pitfalls of localizing for the Chinese-speaking world.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Making repeated deaths a reward in What Remains of Edith Finch 1
by Jessica Famularo [04.24.17]
In most games, death is associated with failure, or a narrative break that forces you to reattempt a challenge. What Remains of Edith Finch turns death into a key feature of story progression.
Console/PC, Indie, Design, Video

Video Game Deep Cuts: Deus Ex's China Lineage  
by Gamasutra Staff [04.23.17]
This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: Put a face on it! The aesthetics of cuteness in game design  
by Staff [04.21.17]
What's cute, and why should you care? Game devw Jenny Jiao Hsia (Beglitched) answers both those questions in a talk at GDC 2017 about the aesthetics of cuteness, and how they make games better.
Console/PC, Smartphone/Tablet, Indie, Art, Video, Vault

Unity devs can now sell actual hats (and other merch) in-game via new Shopify SDK  
by Alex Wawro [04.20.17]
Digital commerce platform Shopify is betting that game devs want more ways to sell real, physical goods from inside their games as the company rolls out a Unity plugin for doing just that: Unity Buy.
Console/PC, Smartphone/Tablet, Indie

Video: A postmortem look at the making of Spelunky HD  
by Staff [04.20.17]
At GDC 2011, Derek Yu and programmer Andy Hull talk about the process of revamping Spelunky for consoles, in the process shedding some light on how the procedurally-generated game is built.
Indie, Art, Design, Production, Video, Vault

Don't Miss: Designing for mystery in Kentucky Route Zero 1
by Staff [04.20.17]
Take a look back at this talk from Cardboard Computer's Jake Elliot about how and why the studio's development approach evolved to focus on creating mystery, rather than puzzles.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Steam games in China: Making the most of a lucrative opportunity 3
by Chris Priestman [04.20.17]
China is an enormous and potentially lucrative market on Steam. Here are some tips and insights that can help you to access this untapped audience.
Console/PC, Indie, Art, Audio, Design, Production, Business/Marketing

Dont Miss: Unpacking The Silver Case, A Q&A with Grasshopper Manufacture 1
by Brandon Sheffield [04.19.17]
The HD remaster The Silver Case hit PS4 this week so now is the perfect time to take a look back at this conversation with the game's devs about character design, story, and the port itself.
Console/PC, Indie, Art, Design

Crafting the multiple victory states of the RTS Northgard 2
by Alan Bradley [04.19.17]
“Vikings are always portrayed as strong warriors, but they were also explorers and merchants, with a strong oral culture. This is translated into the game through the Lore, Trade and Fame victories.”
Console/PC, Indie, Design, Video

Last Of Us lighting artist offers devs a tip: set the mood with a single light  
by Alex Wawro [04.18.17]
While it sounds oversimplified, if you can get a strong base for that end result as much as possible, it goes a long way," Naughty Dog lighting artist Gabe Betancourt tells 80 Level. "Less is more."
Console/PC, Indie, Art

Don't Miss: How culling works 2
by Vaughan Young [04.18.17]
In this timeless feature, veteran coder Vaughan Young breaks down how different kinds of culling (frustum, occlusion and back face) work -- and how they can be applied to help devs make better games.
Console/PC, Indie, Programming, Design

New Facebook game initiatives aim to win back devs and reshape strategy 2
by Kris Graft [04.18.17]
With web-based social games years past their prime, Facebook has been looking for realistic ways to reshape its games business and rebuild interest -- and trust -- with game developers.
Social/Online, Smartphone/Tablet, Indie, Business/Marketing

How Spelunky's designer set out to create complexity with simplicity  
by Alissa McAloon [04.18.17]
The documentary series Noclip interviewed the creators of the procedurally generated platformer Spelunky to find out how the game came to be and what makes it tick.
Console/PC, Indie, Design, Video

Blog: Making it up as you go along in The Franz Kafka Videogame
by Gamasutra Community [04.18.17]
The developer behind The Franz Kafka Videogame explains how he defied his previous game studio experience and totally improvised through the course of a game's development.
Console/PC, Indie, Design

The Signal from Tolva: Small team makes a big open world shooter 3
by Chris Priestman [04.18.17]
A series of smart, pragmatic design decisions allowed the tiny team at Big Robot Games to craft the big open world shooter The Signal from Tölva.
Console/PC, Indie, Design, Video

Video: Building the worlds of No Man's Sky using math(s) 1
by Staff [04.17.17]
At GDC 2017, Hello Games' Sean Murray deconstructs some of the most important technologies (and interesting challenges) behind generating realistic and alien terrains in No Man's Sky using math.
Indie, Programming, Design, Video, Vault

Don't Miss: The challenges and rewards of designing local multiplayer games 12
by Phill Cameron [04.17.17]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Blog: A step-by-step guide to building and testing game UI prototypes 4
by Gamasutra Community [04.17.17]
Experienced game UI and UX experts offer a handy step-by-step approach on how to build and test your game UI prototypes in the pre-production stage.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video Game Deep Cuts: Hearthstone's Zero Dawn Shodown  
by Gamasutra Staff [04.16.17]
This week's VGDC highlights include the making of a Hearthstone card, a couple of neat Horizon: Zero Dawn video pieces, and behind the scenes on seminal 2D fighting game Samurai Shodown.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing