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Updates » Indie
7 games worth studying for their excellent sound design 3
by Richard Moss [05.16.18]
From Battlefield to Her Story to That Dragon, Cancer, devs and game audio experts share the games they think do the best job of providing a rich, nuanced aural experience.
Console/PC, Indie, Audio

Don't Miss: More dirty coding tricks from game developers 7
by Staff [05.15.18]
This 2010 feature from Game Developer Magazine revisits the mighty kludges and well-meaning hacks that are sometimes required to get our games out the door on time.
Indie, Programming, Design, Production

Devs share the most memorable things they've had to cut from games 3
by Alan Bradley [05.15.18]
Sometimes the things you have to kill stay with you, as we discover in talking with devs on everything from Wizardry to Prototype to Shadowrun about their most memorable cut content and features.
Console/PC, Indie, Design, Production

Video: A lawyer's guide to practical IP law for indies  
by Staff [05.14.18]
Games lawyer Chris Reid returns to the stage at GDC 2018 to try and break down everything indies should know about intellectual property law (esp. copyrights and trademarks) in the game industry.
Indie, Business/Marketing, Video, Vault

Pixel Game Maker MV to be released in the US this summer  
by Emma Kidwell [05.14.18]
Kadokawa, the Japanese company behind the RPG Maker engine, recently announced Pixel Game Maker MV as the newest entry to its Maker software series.
Console/PC, Indie, Design

LawBreakers dev Boss Key Productions shuts down 7
by Alissa McAloon [05.14.18]
Boss Key Productions founder Cliff Bleszinski has announced that the studio is “effectively no more,” noting that the studio’s efforts to recover after the decline of LawBreakers was “too little too late.”
Console/PC, Indie

Sponsored Content
Sponsored: How one Korean studio brought its hit mobile game to VR  
by Nanali Studios [05.14.18]
Nanali Studios from Seoul, South Korea explains the process of bringing its mobile game with over 500K downloads to VR.
VR, Console/PC, Indie, Design, Business/Marketing, Video, Sponsored Article

Video Game Deep Cuts: One Hour, One Frostpunk 1
by Gamasutra Staff [05.13.18]
This week's game writing, audio & video highlights include a podcast with Jason Rohrer on One Hour One Life, as well as analysis of the acclaimed Frostpunk and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Japanese devs reflect on the recent renaissance of Japanese games  
by Alex Wawro [05.11.18]
Notable Japanese game devs speak to the state of the Japanese game industry, and the factors behind its recent renaissance of flashy, well-received games, in a fascinating new Archipel documentary.
Console/PC, Indie, Design, Business/Marketing, Video

Opinion: Neo Cab and the effort to make an empathetic game about gamification 1
by Katherine Cross [05.11.18]
"We’re less interested in creating a character that players will empathize with than we are in creating a character whose empathy is core to her strength," says Neo Cab dev Patrick Ewing.
Indie, Design

Q&A: Building and balancing Battletech's procedural missions 3
by Alan Bradley [05.11.18]
Lead designer Kiva Maginn digs into the details of how Harebrained Schemes' new giant robot strategy game reliably dishes up procedurally-generated side missions that are believable and challenging.
Console/PC, Indie, Design

How the QUBE 2 devs built a better massive 3D puzzle labyrinth 1
by Jack Yarwood [05.10.18]
Q.U.B.E. 2 creative director Dave Hall opens up about how the team at Toxic Games made it, why they switched from Kismet to Blueprint, and what works when you're making a 3D puzzle game with a story.
Indie, Design, Video

Video: The potential of interactive fiction  
by Staff [05.09.18]
In this GDC 2015 session, Choice of Games' Heather Albano provides some examples of important interactive fiction games released over the last few years.
Indie, Design, Video

Don't Miss: Boosting complexity (and absurdity) of prison breaks in The Escapists 2  
by Staff [05.09.18]
"Fans really responded well to the humor of the first game. That tone really allowed us to add some more… ‘unorthodox’ escape ideas to the sequel."
Console/PC, Indie, Design

Why the Campo Santo team hung up their indie spurs and joined Valve 1
by Alissa McAloon [05.09.18]
The co-founders of Firewatch dev Campo Santo sat down with Rock Paper Shotgun to dig into the decisions that led the studio to leave indie game development and instead join up with Valve.
Indie

7 great examples of foreshadowing in games that devs should study 1
by Richard Moss [05.09.18]
Foreshadowing is a valuable tool that every game maker should have in their arsenal, so we reached out to some devs who know their stuff for tips and examples of games that do it well.
Console/PC, Indie, Design

Outpost's SOS shifts focus away from survival, includes battle royale mode  
by Emma Kidwell [05.07.18]
Outpost Games SOS shifts development focus and adds a battle royale mode.
Indie, Design

Steam reviews study suggests 'bad design,' not bugs, irks players most 7
by Emma Kidwell [05.07.18]
A recent study published by the Empirical Software Engineering journal examines negative and positive reviews for over 6,224 games left on the Steam platform
Console/PC, Indie, Business/Marketing

Sponsored Content
Sponsored: Why Montreal data centers are the best choice for video games  
by ROOT Data Center [05.07.18]
Fast speeds, low costs, and lots of flexibility: These are the reasons to consider Montreal data centers for your next-generation video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Making every procedurally-generated playthrough feel unique in Swords of Ditto  
by Jack Yarwood [05.07.18]
"We were just making a procedurally-generated game,” says Swords of Ditto dev Sam Robinson. "There was no consequence to failure and we felt that if we added that...players feel a lot more attached."
Indie, Design, Video