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September 23, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Indie
Disturbing players with unsettling camerawork in Paratopic  
by Diego Arguello [05.01.18]
Paratopic devs Doc Bufford, Jess Harvey and Chris Brown dig into how they designed the horror game's camera cuts and aesthetic touches to confuse and disturb the player in different ways.
Indie, Design, Video

Video: How Gorogoa blends storytelling with puzzle design  
by Staff [04.30.18]
In this 2018 GDC session, Buried Signal's Jason Roberts provides an extensive look at the complex design process that led to Gorogoa.
Indie, Design, Video

Video Game Deep Cuts: The God Of Portal Is Mario's Face  
by Gamasutra Editors [04.30.18]
This week's highlights include multiple God Of War interviews, how Budget Cuts moves in VR via portals, and an interview with Super Mario 64's facial sculptor, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Steam Spy isn't dead, but it's not back at 100% yet either  
by Alissa McAloon [04.27.18]
Steam Spy creator Sergey Galyonkin opens up about how Valve’s changes interfered with how his third-party sales tracker worked before and how he’s trying to keep the tool alive.
Console/PC, Indie, Business/Marketing

Video: Doing good user research at the end of game production  
by Staff [04.26.18]
At GDC 2015, Electronic Arts' Veronica Zammitto talks about what to do when you start testing early, and keep testing -- all the way through until the final leg of game production. 
Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

The Heartbeat Symposium: Exploring love, sex, and intimacy in games  
by Joel Couture [04.26.18]
The Blushbox Collective's Katie Stegs chats about The Heartbeat Symposium, a 3-day event that seeks to bring devs together to explore (through game jams and talks) intimacy, love, and sex in games.
Indie, Art, Design, Video

Video: Avoid mistakes when putting together a creative portfolio  
by Staff [04.25.18]
Art directors and lead artists from various studios give valuable advice on putting together a portfolio in this GDC 2018 Game Career Seminar session.
Console/PC, Indie, Art, Video

Don't Miss: A deep dive into how devs maintain tension in Nex Machina  
by Staff [04.25.18]
"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

Valiant Hearts dev is making another WWI game 'to not forget, and to not repeat' 2
by Alex Wawro [04.25.18]
DigiXart cofounder Yoan Fanise chats with Gamasutra about the indie studio's new project, the World War I narrative game 11-11: Memories Untold, and how it's collaborating with Aardman Studios.
Indie, Design, Video

How many wishlists should your game have when launching on Steam? 30
by Gamasutra Community [04.25.18]
Game dev Jake Birkett asks fellow devs to share their Steam wishlist-related data and tries to suss out the all-important relationship between wishlists at launch and sales at launch.
Console/PC, Indie, Business/Marketing

Death Road to Canada devs delay release out of respect for recent tragedy  
by Emma Kidwell [04.24.18]
Ukiyo Publishing postpones the console release of Death Road to Canada following the incident in Toronto yesterday involving the death of ten pedestrians.
Indie, Business/Marketing

How Squidlit's devs authentically recreated a Game Boy game in 2018  
by Julia Couture [04.24.18]
In a recent chat with IndieGames.com, Squidlit devs Alex Barrett and Samantha Davenport open up about how they designed the game so it could conceivably run on a Game Boy -- in 2018.
Indie, Art

Kartridge announces new dev-friendly revenue terms  
by Emma Kidwell [04.24.18]
Kartridge will provide developers with additional revenue entitling developers to 100 percent of revenue earned on their first $10,000 in sales.
Indie, Business/Marketing

Creating a fake OS that feels like home in Secret Little Haven  
by Joel Couture [04.24.18]
Secret Little Haven developer Victoria Dominowski chats about how she designed the fake, Mac OS 9-inspired operating system of her game, and why it was important to make it feel safe and welcoming.
Indie, Design, Video

Don't Miss: 7 works of interactive fiction that every developer should study 3
by Staff [04.23.18]
Gamasutra reached out to several esteemed creators of interactive fiction, and asked them for their recommendations of great works of IF that are instructive exemplars of what the medium is capable of.
Console/PC, Indie, Design

Sponsored: How Shopify enables game developers to monetize with merch  
by Corey Pollock, Product Manager, Shopify [04.23.18]
If you're not selling merchandise from right inside your game, you may be leaving money on the table. Corey Pollock explains how Shopify can help game devs take advantage of the rapidly-growing merchandising segment.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Sponsored Article

The animation and game design details that make Iconoclasts sing  
by Bryant Francis [04.23.18]
Iconoclasts creator Joakim Sandberg shares some helpful thoughts on game animation, boss design, and functional weapon cones in side-scrolling games.
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: Rise Of The Ambient Parent Jam  
by Gamasutra Staff [04.22.18]
This week's highlights include a piece on Zelda & ambient video games, the role of parents in games like God Of War, and a NBA Jam making-of video.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Production, Business/Marketing

The infamous FMV game Night Trap is headed to the Nintendo Switch after all  
by Alissa McAloon [04.20.18]
Courtesy of Limited Run Games, the once-controversial FMV game is launching on the Switch nearly 25 years after Nintendo’s then-SVP said it’d never appear on any of its platforms.
Console/PC, Indie, Video

Game Design Deep Dive: Dandara's unique jump-only movement mechanic 2
by Joo Brant [04.20.18]
"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara dev João Brant in this Deep Dive into the game's unique movement system.
Indie, Design, Deep Dive