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July 16, 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
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 Joćo Brant [04.20.18]
"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara dev Joćo Brant in this Deep Dive into the game's unique movement system.
Indie, Design, Deep Dive

Don't Miss: Game design and mind control in Superhot 1
by Staff [04.19.18]
At GDC 2016, game director Piotr Iwanicki detailed Superhot's design process and how its developers ultimately leaned into the "mind control" elements of the game's narrative to build a better game.
Console/PC, Indie, Design

Q&A: Being OK with being lost in Capy's Below  
by Kris Graft [04.19.18]
We speak with Kris Piotrowski, game director on Capy's Below, to talk about the joy of exploration, having faith in players' brains, and, of course, beautiful 4K grass.
Console/PC, Indie, Design

How the West was fun: Have a look at West of Loathing's design doc 3
by Alex Wawro [04.18.18]
It's a well-written and cheeky example of a game design doc, as well as perhaps the only example of a public design doc for a comedy RPG set in a Wild West populated entirely by stick figures.
Indie, Design

How to market a game with minimal budget  
by Staff [04.18.18]
No More Robots' Mike Rose shares how he got press, streamers, YouTubers, deals, and sales for the procedurally generated biking game Descenders.
Indie, Business/Marketing, Video

Sponsored: Join this free live webinar on cross-platform multiplayer game dev!  
by Amazon GameLift [04.17.18]
In this free webinar, join AWS and Amazon GameLift and learn how to support cross-platform play for your multiplayer game. Register now!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Reversing the sunk cost fallacy: Devs recount what shouldn't have been cut 2
by Richard Moss [04.17.18]
"We should abandon that feature, even though we've sunk so much time and efort into it!" Sometimes this is the right call, but other times, maybe not -- as these dev stories suggest.
Console/PC, Indie, Design, Production

Dwarf Fortress is giving its dwarves the ability to form (and dwell on) memories 1
by Alissa McAloon [04.16.18]
An upcoming update diminishes the 'overbearing' effect of alcohol in-game and gives each little dwarf memories, and the ability to be traumatized by them.
Console/PC, Indie

Don't Miss: Making Hellblade an indie game with AAA values  
by Staff [04.16.18]
How does a team of 15 work to create a game with AAA production standards? British indie studio Ninja Theory is figuring that out, as cofounder Tameem Antoinades explains in this GDC Europe 2015 talk.
Console/PC, Indie

Video Game Deep Cuts: Dancing Below The Ceiling?  
by Gamasutra Staff [04.15.18]
This week's highlights include an update on Capy's much-discussed Below, how Valve gets you to look up in their first-person shooters, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Exploring interactive dialogue differently in #WarGames  
by Emma Kidwell [04.13.18]
Sam Barlow discusses taking a different approach to interactive dialogue with #WarGames.
Indie, Design

Hellblade wins big at 2018 BAFTAs as Edith Finch takes top honor  
by Alex Wawro [04.12.18]
The British Academy of Film and Television Arts hosted its annual game awards in London this evening, and the list of winners is dominated by indie devs like Ninja Theory and Giant Sparrow.
Indie, Business/Marketing

How 'B-games' influenced the design of Getting Over It  
by Emma Kidwell [04.12.18]
Bennett Foddy and Derek Yu discuss the impact of B-games like Sexy Hiking and the influence they had on indie developers.
Indie, Design

Don't Miss: Rendering the striking visuals of Capybara's Below  
by Staff [04.12.18]
Capybara Games' Colin Weick speaks at GDC 2017 about the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of the studio's upcoming roguelike Below.
Indie, Art, Design

Sponsored: Designing architecture to support cross-platform play  
by Bruce Brown, Peter Chapman [04.12.18]
Experts from the Amazon GameLift team take an informative deep-dive into the architecture of cross-platform multiplayer games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Sponsored Article

In It To Minit: Designing a world of one-minute adventures  
by Alex Wiltshire [04.12.18]
Minit devs Kitty Calis and Jan Willem Nijman open up about how they designed their one-minute adventure game to be fun but not frustrating, and why time limits are great for emphasizing player choice.
Indie, Design