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October 15, 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
How long should game devs spend working on just one game? 1
by Alissa McAloon [04.05.18]
"Don't fall into the trap of making a giant piece of art that earns you nothing except disappointment,” warns Shadowhand creator Jake Birkett.
Indie, Production, Video

Helping players relate to the heroine of Night in the Woods 1
by John Harris [04.05.18]
In the wake of an IGF Award win, read Night in the Woods co-creator Scott Benson's thoughts about why its feline heroine Mae feels real and relatable to an audience that has latched on to the game.
Console/PC, Indie, Design, Video

SteamSpy: $20 and $60 were the top-earning Steam game prices last year 2
by Alex Wawro [04.04.18]
"Surprise: cheap games do not make a lot of money," wrote SteamSpy operator Sergey Galyonkin. "People are still mostly buying relatively expensive and quality titles."
Console/PC, Indie, Business/Marketing

IGF Award-winning Baba Is You cloned before it was even released 1
by Alex Wawro [04.04.18]
It's the latest example of the game industry's long-running problem with cloning, and what's especially striking here is that Baba is You isn't even out yet.
Smartphone/Tablet, Indie, Business/Marketing

Video: A Mortician's Tale dev offers a fresh view of death in games  
by Staff [04.04.18]
At GDC 2018 A Mortician's Tale dev Gabby DaRienzo explores how games are innovating on death mechanics and shares some insight into how you can best explore death in your own work.
Indie, Design, Video

It's more than luck: what devs should keep in mind when creating an 'indie hit' 5
by Alissa McAloon [04.04.18]
"If you are not confident in being able to explain why the hits hit and why the others do not, you shouldn't be confident about your game's chances either," explains Ryan Clark.
Indie, Design, Business/Marketing, Video

Don't Miss: How Slime Rancher succeeds through emergent storytelling  
by Staff [04.04.18]
Monomi Park chief Nick Popovich speaks at length about the "secret sauce" that helped Slime Rancher's slimes capture so many players' hearts: the stories they helped the player tell.
Console/PC, Indie, Design

Skybound branches into indie game publishing with Skybound Games  
by Alissa McAloon [04.04.18]
The publishing venture aims to partner with indie developers to both bring their games to new platforms and help them expand into other forms of media.
Console/PC, Indie, Business/Marketing

Opinion: Game design that's good enough to eat 2
by Katherine Cross [04.03.18]
Gamasutra contributor Katherine Cross digs into Order of the Oven Mitt, a new edible game from game designer Jenn Sandercock.
Indie, Design, Video

Don't Miss: 7 lessons learned while designing This War of Mine 15
by Gamasutra Community [04.03.18]
"I let myself look on the game from a distance. I'’ll do my best to analyze those key design features that I think did the most benefit. These are the things that I will remember for my future projects."
Console/PC, Indie, Design

Art Design Deep Dive: Giving back colors to cryptic worlds in Dead Cells 5
by Gwenaël Massé [04.03.18]
"Despite featuring zombies and developing a game where the foreboding sense of danger never leaves you, we choose not to mimic the artistic direction of similar titles." - Gwenaël Massé, artist on Dead Cells.
Console/PC, Indie, Art, Production, Deep Dive

Don't Miss: SpyParty, Sub Rosa, and manifesting deception through game design 5
by Staff [04.02.18]
Look back on this chat with SpyParty developer Chris Hecker, and Sub Rosa's Alex Austin about deception as a game mechanic, and why it lends itself so well to multiplayer.
Console/PC, Indie, Design

Blog: It's not me. It's you - surviving a toxic workplace 12
by Gamasutra Community [04.02.18]
A veteran video game programmer recalls time spent at embattled game studio MidBoss, and offers suggestions for surviving a mismanaged, toxic workplace.
Console/PC, Indie, Business/Marketing

Blog: Avenues for success and the cost of combat in RTS games 1
by Gamasutra Community [04.02.18]
Many real-time strategy games are built around the idea that the players who can churn out the most damage per second are the winners. Let's talk about how to subvert that.
Console/PC, Indie, Design

Making a civilization-scale crafting system for Jason Rohrer's One Hour One Life 2
by Alex Wiltshire [04.02.18]
“The user interface," says developer Jason Rohrer. "Part of it is me figuring out as a solo developer, how to make a game that’s as big as all the content that’s in the real world, right?”
Social/Online, Indie, Design, Video

Video Game Deep Cuts: Guns, Water & The Nintendo King  
by Gamasutra Staff [04.01.18]
This week's longform article highlights include musings on guns in games, a postmortem of Where The Water Tastes Like Wine, & a profile of a top retro YouTuber, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Opinion: Octobo wants to be your kid's best friend  
by Katherine Cross [03.29.18]
Gamasutra contributor Katherine Cross checks in on the development of Octobo, a cuddly blue octopus educational toy from developer Yuting Su that's brought to life by the addition of a tablet.
Indie, Design, Video

Art Design Deep Dive: Crossing Souls' striking '80s-infused pixel art  
by Juan Gabriel Jan and Daniel Benitez [03.29.18]
Fourattic cofounders Juan Gabriel Jaén and Daniel Benitez write in some detail about how they implemented the striking art design of Crossing Souls, in which modern pixel art meets '80s pop culture.
Indie, Art, Design, Deep Dive

Analysis: A closer look at MidBoss' chaotic, hostile work environment 3
by Katherine Cross [03.28.18]
Gamasutra contributor Katherine Cross researches some of the allegations against the 2064 developer and speaks to former staffers in an effort to understand why and how MidBoss was mismanaged.
Indie, Serious

GDC celebrates record-breaking attendance and confirms 2019 dates!  
by Staff [03.28.18]
The 32nd edition of GDC is over, and in its wake organizers confirm it hosted over 28,000 attendees (a new record!) and will return next year the week of Monday, March 18 to Friday, March 22!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC