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2018-04-23T21:17:17.647Z
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Gamasutra reached out to several esteemed creators of interactive fiction, and asked them for their recommendations of great works of IF that are instructive exemplars of what the medium is capable of. ...

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. ...

Iconoclasts creator Joakim Sandberg shares some helpful thoughts on game animation, boss design, and functional weapon cones in side-scrolling games. ...

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. ...

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. ...

"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara dev João Brant in this Deep Dive into the game's unique movement system. ...

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. ...

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. ...

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. ...

No More Robots' Mike Rose shares how he got press, streamers, YouTubers, deals, and sales for the procedurally generated biking game Descenders. ...

In this free webinar, join AWS and Amazon GameLift and learn how to support cross-platform play for your multiplayer game. Register now! ...

"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. ...

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. ...

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. ...

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. ...

Sam Barlow discusses taking a different approach to interactive dialogue with #WarGames. ...

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. ...

Bennett Foddy and Derek Yu discuss the impact of B-games like Sexy Hiking and the influence they had on indie developers. ...

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. ...

Experts from the Amazon GameLift team take an informative deep-dive into the architecture of cross-platform multiplayer games. ...