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August 21, 2019
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Updates » Indie
Making the player the AI in outer space thriller Observation  
by Diego Arguello [05.22.19]
With a not-so-subtle nod to the sci-fi masterpiece 2001: A Space Odyssey, NoCode this week embarked on its latest adventure with the launch of the brilliant horror game, Observation. We speak with creative director Jon McKellan.
Indie, Design, Video

Video: Slime Rancher dev's guide to making games that stand out and survive 1
by Staff [05.21.19]
In this 2019 GDC talk, Monomi Park (Slime Rancher) founder Nick Popovich explains how you can make your game stand out and survive amongst the thousands of games released every year.
Indie, Design, Production, Business/Marketing, Video, Vault

Video: Designing Path of Exile to be played forever  
by Staff [05.20.19]
In this GDC 2019 talk, Grinding Gears' Chris Wilson explains how Path of Exile is designed to retain and grow its community for the very long term.
Social/Online, Indie, Design, Production, Video, Vault

Video Game Deep Cuts: A Plague (Tale) On Minecraft Earth  
by Gamasutra Staff [05.17.19]
This week's roundup includes pieces on AR game Minecraft Earth action adventure A Plague Tale: Innocence, plus Rage 2, strategy guides, and the intrigue behind Ingress.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

'Herd' is the word: Developing the Pikmin-inspired The Wild at Heart  
by Aron Garst [05.17.19]
Gamasutra speaks with Moonlight Kids, who aim to expand on the ideas of Nintendo's Pikmin and add their own twist to "herd-like" game design.
Console/PC, Indie, Design

Video: How RimWorld found success through ridiculous, contrarian design 1
by Staff [05.16.19]
In this 2017 GDC session RimWorld creator Tynan Sylvester looks at how it was designed not as a game, but as a story generator, and how its crazy, ridiculous design found surprising success.
Indie, Design, Production, Video, Vault

Don't Miss: Effectively marketing Chasm in a crowded Metroidvania market  
by Staff [05.16.19]
Dan Adelman reveals how he and the Chasm devs found success in developing and carefully marketing the Kickstarted side-scrolling RPG, which after six years launched into a sea of competition.
Indie, Business/Marketing

Epic footing the bill for some discounts in the Epic Games Store's first sale 9
by Alissa McAloon [05.16.19]
Epic has launched the Epic Games Store's first big sale event, and the company is chipping in to sweeten the pot for players without cutting into how much devs see from some sales.
Console/PC, Social/Online, Indie, Business/Marketing

Exploring the potential of 'metroidvania' design in Supraland  
by Aron Garst [05.16.19]
The "metroidvania" genre has been around for decades, but has it sufficiently evolved over the years? David Münnich, developer on Supraland, thinks more can be done to get the most out of metroidvania design.
Indie, Design

Video: Lessons learned in making This War of Mine and Frostpunk  
by Staff [05.15.19]
In this 2019 GDC session, 11 bit studios' Przemyslaw Marszal and Michal Drozdowski explain their unique approach of the design and development processes behind Frostpunk and This War of Mine.
Indie, Design, Production, Video, Vault

Register now for XRDC 2019, the premier AR/VR/MR event for devs!  
by Staff [05.15.19]
Registration is now open for XRDC, the prime event for developers, investors, and other innovators in the vibrant AR/VR/MR industries!
VR, Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Art Design Deep Dive: The gorgeous voxel creatures of Fugl 1
by Marco Peschiera [05.15.19]
Marco Peschiera, art director on the upcoming free-roaming sandbox game Fugl, explains the method of modeling and animating beautiful voxel creatures.
Indie, Art, Video

Video: The making of Larian Studios' Divinity: Original Sin 2  
by Staff [05.14.19]
In this 2019 GDC talk, Larian Studios' Swen Vincke takes a look at all the strategies employed to make Divinity: Original Sin 2 a better game than Divinity: Original Sin, and how they worked out.
Console/PC, Indie, Art, Audio, Design, Production, Video, Vault

When grinding is fun: Forager's compelling approach to 'idle game' design 1
by Jupiter Hadley, Kris Graft [05.14.19]
Mariano "Hopfrog" Cavallero's hit Steam game Forager mashes adventure and crafting elements with the relaxing appeal of idle games. Here's how he made Forager an "idle game that you want to actively keep playing."
Console/PC, Indie, Design, Video

PSA: One week left to submit your talks for XRDC 2019  
by Staff [05.13.19]
XRDC happens October 14-15 at the Fort Mason Festival Pavilion in San Francisco, so make sure to submit your pitches for talks: the deadline for proposals is next Monday, May 20th at 11:59 PM Pacific!
VR, Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, XRDC

The 12 principles of animation in video games  
by Jonathan Cooper [05.13.19]
In this chapter of his book "Game Anim: Video Game Animation Explained" Jonathan Cooper lays out the 12 principles of animation and how they're applied in games like Cuphead or Shadow of the Colossus.
Console/PC, Indie, Art, Production

Video Game Deep Cuts: That Yuppie Psycho, Thomas The Tank Engine  
by Gamasutra Staff [05.10.19]
This week's roundup includes the odd & striking Yuppie Psycho, an exploration of why Thomas The Tank Engine keeps getting modded into so many games, plus looks at Mordhau, Sable, Vader Immortal & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A behind-the-scenes look at how Subnautica was made  
by Staff [05.10.19]
In this insightful GDC 2019 postmortem Unknown Worlds Entertainment's Jonas Boetel explains how open development saved the studio's hit underwater survival game Subnautica.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Fig Open Access offers devs an 'open-ended' crowdfunding option  
by Alissa McAloon [05.09.19]
The equity crowdfunding platform Fig has launched a new milestone based funding system for developers that choose to launch games through its service.
Social/Online, Indie, Business/Marketing

How hit crafting game Forager happily handles thousands of instances 1
by Gamasutra Community [05.09.19]
Gabe "lazyeye" Weiner, lead programmer on hit crafting and exploration game Forager, explains how he optimized a GameMaker game that could have thousands of active instances at any given moment.
Indie, Programming