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January 16, 2019
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Updates » Indie
Failbetter Games spearheads Love Indies Week' for elevating devs and communities  
by Alissa McAloon [07.03.18]
Failbetter Games has put together an event that aims to celebrate indie games and the communities that support them, all while highlighting how reviews can help indie devs.
Social/Online, Indie

Vlambeer's Ismail sees promise in the hybrid of triple-A and indie dev 4
by Alex Wawro [07.02.18]
"I’m excited about the hybrid," Ismail told GamesBeat. "About seeing indie studios tackle that [$5M-$10M] gap in the industry...not quite big enough to be triple-A and not small enough to be indie."
Indie, Business/Marketing

Recreating the look of Breath of the Wild with Unity VFX 2
by Gamasutra Community [07.02.18]
Brazilian VFX artist Gregory Silva explains some of the techniques, animations and shaders he used to recreate some of the VFX from the game The Legend of Zelda: Breath of the Wild in Unity.
Indie, Art

Video Game Deep Cuts: Inside The RNG Tetris Effect  
by Gamasutra Staff [07.01.18]
This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Changes to the Google Play Store are putting thousands of indie devs at risk 28
by Gamasutra Community [06.28.18]
"At first, it looked like a normal fluctuation...By Monday morning, most of them lost from 80% to 90% of new organic traffic. They are now all in the same boat, that is about to sink."
Smartphone/Tablet, Indie

Amy Hennig has departed EA to take up independent development 1
by Alissa McAloon [06.28.18]
Amy Hennig has departed Electronic Arts, telling Eurogamer that she officially left the company (and her role as creative director on EA Vancouver’s unnamed Star Wars game) in January.
Indie

What Mike Bithell learned in writing his first sequel: Quarantine Circular  
by Samuel Horti [06.28.18]
"There’s going to be more people doing this kind of thing going forward because it removes some of the technical risk," Bithell says after making first Subsurface, then Quarantine Circular.
Indie, Design

Nintendo's Fils-Aime commits to improving Switch storefront curation 1
by Alex Wawro [06.27.18]
"We have a significant global focus on driving our digital business...independent games are a critical part of that," Fils-Aime told Waypoint. "We continue to look at other ways to enhance curation."
Indie, Business/Marketing

Video: How West of Loathing became a game made out of jokes 1
by Staff [06.27.18]
In this GDC 2018 talk, Asymmetric's Zack Johnson, creative director of acclaimed slap-stick-figure cowboy RPG West of Loathing, discusses the team's approach to comedy in video games.
Indie, Design, Video

For Sable, developing an evocative art style comes first  
by Emma Kidwell [06.26.18]
In an interview with Forbes posted earlier today, Shedworks' Gregorios Kythreotis discusses the aesthetic design of Sable, an upcoming open world exploration game set in a stylized desert. 
Indie, Design

Don't Miss: Using a 3D pipeline for 2D animation in Dead Cells 5
by Thomas Vasseur [06.26.18]
"To make up for the lack of bandwidth and still deliver on quality, we had to find a pipeline that could give us great looking pixel art, without having to hand draw each and every retake."
Console/PC, Indie, Art, Production

Appreciating the weird beauty of game prototypes  
by Alex Wawro [06.25.18]
What do your prototypes (failed or otherwise) look like? That was the question posed by Vlambeer's Rami Ismail on Twitter Friday, and devs' answers make for illuminating (and entertaining) reading.
Console/PC, Indie, Design

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [06.25.18]
As SGDQ kicks off its yearly charity speedrunning marathon, take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Console/PC, Indie, Programming, Design, Production

Combining pinball with platforming to build the levels of Yoku's Island Express 2
by Diego Arguello [06.25.18]
Yoku's Island Express dev Linus Larsson speaks to how Villa Gorilla wound up merging pinball with platforming elements, how they iterated on the idea, and what challenges they faced along the way.
Indie, Design

Video Game Deep Cuts: Flipping Out On Primal Rage  
by Gamasutra Staff [06.24.18]
This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Radiating outward to meet the wilderness: Avery Alder on her games  
by Katherine Cross [06.22.18]
Tabletop RPG developer Avery Alder analyzes her latest game through the lens of her past work, exploring themes of collaboration, conversational storytelling, and approachability along the way.
Social/Online, Indie, Design

Don't Miss: Veteran director Khris Brown on the secrets of great voice acting 4
by Staff [06.21.18]
Producing believable, satisfying voice acting for your game is tricky business, so Gamasutra sat down with Khris Brown to explore how high-quality voicework in games comes together.
Console/PC, Indie, Audio, Design, Production

Designing a true first-person camera in Unreal Engine 4 9
by Gamasutra Community [06.21.18]
"There is little to no documentation on this specific type of first-person view...[so] I wanted to write about it. Especially since I had a few issues which took me a bit of time to resolve."
Console/PC, Indie, Design

Don't Miss: Creating audio that matters 2
by Staff [06.20.18]
Dead Space 2's J White, Limbo's Martin Stig Andersen, and One Single Life's Thom Kellar explore what goes into the creation of audio that really sticks with players and brings more to the game
Console/PC, Indie, Audio

Human: Fall Flat surpasses 4 million sold  
by Alissa McAloon [06.19.18]
Though Human: Fall Flat got its start in early access in 2016, the game’s publisher notes that the online multiplayer patch released in late 2017 helped to “greatly expand” the game’s audience.
Console/PC, Indie, Business/Marketing