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October 7, 2015
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October 7, 2015
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Updates » Video
Video: Automating content creation so tiny teams can make big games  
by Staff [10.06.15]
At GDC Europe 2015 developer Alexander Birke explains how a small team built an outsized game -- The Adventures of Bertram Fiddle -- by creating efficient automated processes to create content.
Console/PC, Indie, Production, Video, Vault

Video: Watch ten great European indie game talks in under an hour  
by Staff [10.05.15]
Check out the second annual GDC Europe Innovative Games Showcase, a curated exhibition of innovative and experimental games, with 10 microtalks from indie devs about new ways to design games.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: How to hire and retain more women in the game industry 7
by Staff [10.02.15]
At GDC Europe 2015 a panel of women from companies like King, NaturalMotion and Gameloft share their experiences as women in the game industry and offer advice for increasing diversity.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, Video, Vault

Beneath the pixels: The art direction of Super Time Force 6
by Dan Vader, Mike Nguyen & Vic Nguyen [10.02.15]
A deep look at the decidedly non-retro pixel art direction for Capy Games' Super Time Force Ultra -- what it takes to make a "fever dream" of a 2D game on HD hardware.
Console/PC, Indie, Art, Video

Video: Talk about your failures so other devs can learn from them  
by Staff [10.01.15]
"The independent game space has a problem with failure," said indie dev Ashley Zeldin at GDC 2015. "When all we hear about are successes, that creates unrealistic expectations."
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

What 10 seconds, procedural generation, and fish do for shoot-'em-up design  
by Joel Couture [09.30.15]
Neon Deity imposed an interesting design contraint on Shutshimi: Seriously Swole: Turn standard shoot-'em-up gameplay into 10-second bursts of procedurally generated action.
Console/PC, Indie, Design, Video

Creating player paranoia through misdirection in I Can't Escape: Darkness 1
by Joel Couture [09.29.15]
I Can't Escape: Darkness presents an ever-changing dangerous maze, built around taking player preconceptions and subverting them, creating a tension, confusion, and paranoia in the player.
Console/PC, Indie, Design, Video

Video: The things you learn building big multiplayer game installations  
by Staff [09.29.15]
Indie developer Alistair Aitcheson speaks at GDC Europe 2015 about all the interesting things he's learned from building big, quirky multiplayer games (like Tap Happy Sabotage) set in physical spaces.
Console/PC, Social/Online, Indie, Video, Vault

Indies in Japan: Selections from Tokyo Game Show's Sense of Wonder Night 2015  
by Lena LeRay [09.29.15]
Every year, Tokyo Game Show runs its Sense of Wonder Night event to showcase innovative indie titles. Here are quick looks at the ten finalists.
Console/PC, Indie, Design, Video

Oculus Story Studio releases UE4 assets for Henry  
by Christian Nutt [09.29.15]
Impressive interactive narrative VR experience shared with developers around the globe to help show "a practical example of how a VR story could be made in Unreal."
Console/PC, Programming, Art, Audio, Video, VR

Video: Tackle tough subjects via fun games with meaningful cores 2
by Staff [09.28.15]
At GDC Europe 2015 Blindflug's Tabea Iseli showcased how the studio makes fun games, like First Strike, driven by meaningful cores that help shed light on important issues like nuclear war.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Q&A: The 'rhythm violence' of Thumper  
by Lena LeRay [09.28.15]
Drool LLC's upcoming rhythm-action game Thumper is simply brutal. Harmonix vet Marc Flury, co-founder of Drool LLC, talks to us about the experience of making the game
Console/PC, Indie, Audio, Design, Production, Video

How Big Pharma speaks with its systems 4
by Chloi Rad [09.28.15]
The creator of the highly successful medicine-making management sim refrained from making any overt commentary on the pharmaceuticals industry. Instead, he lets his game speak with its systems.
Console/PC, Indie, Design, Business/Marketing, Video

How else Heart.Break() turns players into coders 3
by Chris Priestman [09.25.15]
A game that teaches you coding? That sounds like the opposite of fun. Eric Svendang explains how his game else Heart.Break() manages to be both educational and entertaining.
Console/PC, Indie, Programming, Design, Video

Check out Epic's new Bullet Train Rift demo 1
by Christian Nutt [09.24.15]
Epic's Tim Sweeney took to the stage to showcase the company's newest demo -- playable at Oculus Connect -- which showcases the latest in Rift technology.
Console/PC, Business/Marketing, Video, VR

Video: How Halo was reborn -- The Halo 4 postmortem  
by Staff [09.23.15]
Halo creative director Josh Holmes speaks at GDC 2013 about how 343 dealt with the challenges inherent in building a studio from scratch to take over development of Bungie's seminal series.
Console/PC, Art, Design, Production, Video, Vault

DraftKings adds eSports to its fantasy sports roster  
by Alex Wawro [09.23.15]
Fantasy sports hub DraftKings is adding a dedicated eSports section to its service and partnering with known eSports teams in an effort to capitalize on the industry's growing attention and wealth.
Console/PC, Business/Marketing, Video

How Tacoma completely rethinks 'space exploration' 1
by Katherine Cross [09.23.15]
Fullbright's new game Tacoma may look similar to their previous game Gone Home. But new features like AR recordings and surface transfers create a very different play experience.
Console/PC, Indie, Design, Video

Video: How fast iteration tools made The Talos Principle possible  
by Staff [09.22.15]
Using examples from The Talos Principle's production, Croteam CTO Alen Ladavec offers advice at GDC Europe 2015 on designing fast iteration tools to develop big games as a tiny indie team.
Console/PC, Indie, Production, Video, Vault

How (and why) Masquerada is risking government censorship 3
by Bryant Francis [09.22.15]
Singaporean dev Witching Hour Studios’ fantasy strategy RPG Masquerada: Songs and Shadows has a gay character. Officials in the Singaporean government would rather it didn't.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video