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April 21, 2015
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April 21, 2015
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Updates » Exclusive
Road to the IGF: Devine Lu Linvega and Rekka Bell's Oquonie Exclusive  
by Kris Graft [02.26.15]
In this interview, we speak to Linvega and Bell about the creation of IGF Excellence in Visual Art finalist Oquonie and its cute but disquieting world.
Smartphone/Tablet, Indie, Exclusive, IGF

Don't Miss: How Camouflaj saved République's Kickstarter Exclusive 27
by Ryan Payton [02.26.15]
In this classic postmortem, Camouflaj founder Ryan Payton explains what went right -- and wrong -- in the crowdfunding and development of the studio's debut stealth game République.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Road to the IGF: Down to the Wire's Ice-Bound Exclusive  
by Christian Nutt [02.19.15]
An interactive novel and an augmented reality game that got kicked off by the suggestion to create a project to "imagine the future of the book," Ice-Bound is an IGF Excellence in Narrative finalist.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, IGF

Road to the IGF: Ben Esposito's Donut County Exclusive  
by Christian Nutt [02.19.15]
Did you ever want to be a hole? Gamasutra speaks to Ben Esposito about Excellence in Visual Art nominee Donut County, its pleasant pastel visuals, and its gentle provocation.
Indie, Art, Design, Production, Exclusive, Video, IGF

Postmortem: E-Line Media and Upper One Games' Never Alone Exclusive 1
by Grant Roberts [02.19.15]
Lead game designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' Alaska Native cultural touchstone Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

Road to the IGF: SuperChop Games' Ephemerid Exclusive  
by Leigh Alexander [02.18.15]
Ephemerid: A Musical Adventure is a "rock fairy tale about a paper mayfly," brought to life by its unique classical guitar soundtrack. We catch up with SuperChop Games about the Excellence in Audio nominee.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Road to the IGF: Klei Entertainment's Invisible, Inc. Exclusive  
by Alex Wawro [02.18.15]
As part of our ongoing Road to the IGF series of interviews with IGF award-nominated devs, we caught up with Klei's Jason Dreger and James Lantz to find out what inspired the design of Invisible, Inc.
Console/PC, Indie, Design, Production, Exclusive, IGF

Road to the IGF: Svedang, Akerblad and team's Else Heart.Break() Exclusive  
by Leigh Alexander [02.17.15]
Story-driven adventure Else Heart.Break() has been nominated for Excellence in Visual Art at this year's IGF, with a distinctive, texture-rich look that reminds of the console RPG heyday.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Road to the IGF: 11Bit studios' This War of Mine Exclusive  
by Leigh Alexander [02.17.15]
11Bit Studios' This War of Mine stole hearts this year thanks to its gripping, civilian-focused twist on the wartime setting. Now it's up for the grand prize at the IGF -- we catch up with the team.
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, IGF

Road to the IGF: Elegy for a Dead World Exclusive  
by Christian Nutt [02.16.15]
There's an awful lot of discussion about the right approach to narrative in games. Elegy for a Dead World's approach is striking. It asks the player to collaborate in the creation of its story.
Console/PC, Indie, Design, Production, Exclusive, Video, IGF

Don't Miss: When crowdfunding reveals the realities of game dev budgets Exclusive 21
by Leigh Alexander [02.13.15]
Crowdfunding has placed game developers closer to their players, and offered more creative freedom. But new challenges await -- particularly concerning budgeting.
Indie, Business/Marketing, Exclusive

Road to the IGF: Inkle's 80 Days Exclusive  
by Alex Wawro [02.13.15]
How do you build an IGF award-nominated interactive fiction game? We chat with 80 Days co-creator Jon Ingold to find out as part of our ongoing Road to the IGF series of developer interviews.
Smartphone/Tablet, Indie, Design, Exclusive, IGF

For OlliOlli, the right soundtrack meant a better video game Exclusive 1
by Phill Cameron [02.13.15]
Simon Bennett of Roll7 explains how the studio's 2D skating game OlliOlli was close to having a thrash rock soundtrack.
Console/PC, Indie, Audio, Design, Business/Marketing, Exclusive

Road to the IGF: Croteam's The Talos Principle Exclusive 1
by Leigh Alexander [02.12.15]
Philosophical first-person puzzler The Talos Principle, a sleeper hit, is is now up for the Seumas McNally Grand Prize at this year's IGF. We talk to lead designer Davor Hunski about the unique game.
Console/PC, Indie, Programming, Design, Exclusive, IGF

Don't Miss: The legacy of Defender and the joy of difficult games Exclusive 17
by Matt Barton, Bill Loguidice [02.12.15]
In this classic feature, Bill Loguidice and Matt Barton examine Eugene Jarvis' devious but delightful 1980 arcade game Defender and its descendants to understand the appeal of difficult games.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Postmortem: Deck13 Interactive's Lords of the Fallen Exclusive 7
by Jan Klose, Thorsten Lange [02.12.15]
Lords of the Fallen from developer Deck13 launched on next-gen consoles and PC, where it shot to the top of the Steam charts. There were successes for the Demon's Souls-inspired game, but they didn't come easy.
Console/PC, Design, Production, Exclusive

Road to the IGF: Coming Out Simulator 2014 Exclusive  
by Christian Nutt [02.11.15]
Gamasutra speaks to Nicky Case about the development of Coming Out Simulator 2014 -- a deeply personal and autographical interactive story that does what it says on the tin.
Console/PC, Indie, Design, Exclusive, IGF

Don't Miss: Early Access devs on selling a game before it's 'done' Exclusive 10
by Kris Graft [02.11.15]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share valuable advice in this classic roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Road to the IGF: Game Oven's Bounden Exclusive  
by Leigh Alexander [02.11.15]
Though Game Oven is no more, its unique, physical dance game Bounden is up for the Nuovo category at this year's IGF -- we catch up with Adrian de Jongh as part of our ongoing interview series.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, IGF

Game Design Deep Dive: The save system of Alien: Isolation Exclusive 11
by Gary Napper [02.11.15]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production, Exclusive, Deep Dive