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2018-01-21T00:53:49.268Z
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In this classic feature, dev Eric Barone reflects on his 4 years of 70-hour weeks to make Stardew Valley. "You should be free to work yourself to the bone, but not to force someone else to do that." ...

"[Looking] at costs & costs per byte for the window of 1985 to 2005," writes Raph Koster. "Game size went up by 122 times, costs rose by 22x, & therefore we got 6x more efficient at creating content." ...

Oculus announced today the launch of Oculus Start, a developer program aimed at providing funding, access to hardware/software, and support to help jumpstart qualifying devs who are new to VR. ...

Like Darkest Dungeon, Torchbearer is a love-letter to the 1st Edition D& D dungeon crawl. But each goes a step further in emphasizing scarcity, and the grittier aspects of dungeon-delving. ...

Contributor Katherine Cross chats with the team at Australian indie Mighty Games about their new serious games branch, Mighty Serious, and the ethics of making F2P games about real-world issues. ...

Funomena chief Robin Hunicke will take the stage at GDC 2018 to share tips on making games for both PC and VR, based on Funomena's own experience shipping Luna on both VR and non-VR platforms, ...

In this 2017 GDC session, Mini Metro developer Jamie Churchman examines how visual design and user interface decisions play a role in creating a gratifying experience for the player in Mini Metro. ...

Founder of studio Big Robot Jim Rossignol discusses how bright visual effects and sci-fi sound clips contributed to enhancing how it feels to shoot guns in The Signal From Tölva. ...

From Uncharted to Tacoma and more are all featured in the all-star lineup of talks taking place at this year's GDC Level Design Workshop! ...

The puzzle-platformer (a popular contradiction!) remains a difficult genre to do well, an important one to explore, and a crowded one to enter. Here are 7 examples of games that do all three well. ...

It's 2 months 'til GDC 2018, so organizers want to highlight some great Indie Games Summit talks on everything from portraying death in games to what's involved with porting your game. ...

Gamasutra speaks with Cardboard Sword artist Keith Duke-Cox about hand-drawing normal maps to add a sense of visual depth to their 2D platformer, The Siege and the Sandfox. ...

"VR feels like a mansion full of unopened doors. And behind one of those doors is an undiscovered language of storytelling; an entirely new narrative structure specific to VR." ...

The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations. ...

In this timeless feature, local devs dream of African heroes and mythical beings embraced by people around the world-whatever their ethnicity-in the same way they've embraced the likes of Thor. ...

All in all, 68 games have been nominated for this year's event including The Legend of Zelda: Breath of the Wild, Gorgoa, and Hellblade: Senua's Sacrifice. ...

The Gamasutra editorial team will be making (ill-advised) predictions over on our Twitch channel at 3PM EST. ...

Writer Justin Bortnick played a key role in orchestrating the Frog Fractions 2 ARG, and at GDC 2018 he plans to reveal the mysteries behind the beloved (and notorious) alternate-reality experience. ...

2017 was a remarkable year for the game industry, and so we wanted to check in with devs (who worked on everything from Spelunky to Tacoma) and ask: what game was overlooked last year? ...

A smorgasbord of great games were released last year; here, a group of game developers from around the industry weigh in on what their favorite indie game of 2017 was, and why. ...