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September 3, 2015
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September 3, 2015
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Updates » Indie
Procedural dungeon generation algorithm 7
by Gamasutra Community [09.03.15]
A simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Video: Roadtripping across Europe to make games with 11 other developers  
by Staff [09.03.15]
At GDC Europe 2015, German dev Marius Winter shared what he and Benedikt Hummel learned from the experience of roadtripping across Europe to meet 11 other developers and make 11 games with them.
Indie, Design, Video, Vault

Harmonix using Kickstarter alternative Fig to crowdfund new game  
by Chris Kerr [09.03.15]
Video game crowdfunding platform Fig has found another high profile partner, with Harmonix announcing it'll be bringing a mystery title to the new service later this later.
Console/PC, Indie, Production, Business/Marketing

2D animation pipeline for Political Party Animals 1
by Gamasutra Community [09.03.15]
"I wrote about my decision to stick to frame by frame animation, mostly because itís what I know best. Now Iíll go into a little bit more detail in the hopes that you guys might pick up a thing or two from it."
Console/PC, Indie, Art

Blog: Linux game development in 2015 2
by Gamasutra Community [09.03.15]
"My game took me around 200 hours to complete including the code, artwork, music and level editing. With the proper tools I found the development process quite straightforward."
Indie, Programming

2015 Unity Awards nominees announced  
by Christian Nutt [09.02.15]
Plenty of excellent games are on the slate for the engine's annual award show; statues will be handed out this month in Boston, at the Unite conference.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, VR

'This We Believe' - A design tool for creating different games  
by Gamasutra Community [09.02.15]
"Each of these statements is meant to be an aspiration -- a goal that feels a bit out of reach to the design team. They tend to emerge from a set of playtests and discussions of existing games."
Indie, Design

Why we built our own tech for our indie game 25
by Gamasutra Community [09.02.15]
"We hear two things from people who see our game for the first time: 1) They're surprised weíre not using Unity. 2) They canít figure out how we created the game's look. These two things are directly related."
Console/PC, Indie, Programming

Platforming with paint: Making a splash with INK 1
by Gamasutra Community [09.02.15]
"We have been overwhelmed by the response INK has had. This only motivates us to keep supporting the game a little bit longer, and adding features we had to cut during development."
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Thoughts on finding your place in the industry 3
by Gamasutra Community [09.02.15]
"I donít know my place in the game world. Things are changing so fast that itís hard to tell if Iím on a good path or doing nothing at all."
Indie, Production, Business/Marketing

The game design scrapheap 3
by Gamasutra Community [09.02.15]
"So Iíve stopped working on my previous game and added it to the game design scrapheap which grows bigger by the year."
Indie, Design, Production

Bringing a 2D puzzler to VR in Fantastic Contraption for Vive  
by Bryant Francis [09.01.15]
The developers of Fantastic Contraption explain what they learned about best practices for VR development when they ported their simple 2D puzzle game into a 3D experience for Vive.
Indie, Programming, Design, Production, Business/Marketing, Video

Unreal Engine 4.9 update improves DX12 and VR motion controller support  
by Alex Wawro [09.01.15]
Epic Games rolled out the latest version of its engine this week, and the full Unreal Engine 4.9 update spans everything from expanded VR headset and mobile platform features to experimental DirectX12 support.
Console/PC, Smartphone/Tablet, Indie, Programming

Creating the cosmic soundscape of Nova-111 2
by Gamasutra Community [09.01.15]
"I did the music and sound effects for it over the course of roughly three years and I am super proud of what has been accomplished during that time."
Console/PC, Indie, Audio

Looking back at Disastr_Blastr's dev: Two years as a solo indie 1
by Gamasutra Community [09.01.15]
"Here you have it -- all the best thoughts and observations I could scrape together from 2+ years of solo indie development. I hope some of you out there find this useful."
Console/PC, Indie, Art, Audio, Design, Production, Business/Marketing

Oculus Rift SDK gets performance boost: 'Direct Driver Mode' unlocked  
by Christian Nutt [08.31.15]
Latency is the enemy of virtual reality development, and Oculus has convinced both AMD and Nvidia to collaborate on a new mode that offers more horsepower.
Console/PC, Indie, Programming, VR

Video: Crafting procedurally-generated levels for Shattered Planet  
by Staff [08.31.15]
Tanya Short of Kitfox Games shares some advice on procedurally generating levels as part of her GDC 2015 Game Design Case Study on Kitfox's spacefaring survival roguelike Shattered Planet.
Console/PC, Indie, Design, Video, Vault

Inside the minds of YouTubers: How they think about your game 15
by Gamasutra Community [08.31.15]
"I will never lie about my opinion on a game for any reason ... I am someone who has spent my entire life gaming so I know a lot about them."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

This Week in Video Game Criticism: From philosophy in Pillars of Eternity to demystifying MOBAs  
by Kris Ligman [08.31.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from philosophy in Pillars of Eternity to a new series aimed at demystifying MOBAs and eSports.
Console/PC, Social/Online, Indie, Design, Business/Marketing

Making a game feel new again by revamping player mobility 5
by Gamasutra Community [08.31.15]
A detailed tour through the design of Shovel Knight's all-new playable character, Plague Knight, and how his completely different movement style posed both challenges and opportunities.
Console/PC, Indie, Design