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2018-06-18T17:17:17.301Z
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This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World. ...

"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend. ...

In this GDC 2018 session, Those Awesome Guys' Nicolae Berbece talks about how he and his team handled the release of their online party game Move or Die. ...

Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile. ...

Electronic Arts' Patrick Söderlund explains the broad creative strategies at EA, giving us a rare birds-eye view of the motivations that drive EA as a game publisher. ...

Drifter Entertainment creative director Brian Murphy walks us through how the studio successfully made movement in its co-op VR shooter Gunheart feel good by treating it like a superpower. ...

This week's highlights include a retrospective of the Diggin' In The Carts game music album, a unique video on the history of Bethesda, and many more besides. ...

When is it appropriate to tackle real-world issues in games? How can game designers do so effectively, and respectfully? ...

""You never want to just place a light somewhere [randomly]," says Lake Ridden art director Erik Nilsson. "You want to [say] 'What can we do to make this area interesting with this light?'" ...

Obsidian's Josh Sawyer chats with Gamasutra about how the studio tried to update and refine its new seafaring Pillars of Eternity game without sacrificing what's special about party-based RPGs. ...

The Binding of Isaac creator Edmund McMillen reflects on seven years of The Binding of Isaac and how the game became an early indie darling. ...

"A lot of it is based on having worked on movies for many years," says DreamWorks animator turned game developer Lionel Gallat of the art and world design of his debut game, & #8203;Ghost of a Tale.  ...

What Remains of Edith Finch, Please Knock on My Door, Life is Strange: Before The Storm, and Tacoma all vie for one of the four major awards at this year's show. ...

The folks behind the landmark Game Outcomes Project (a survey of how game devs work) are hoping to do something similar on a bigger scale, and they've launched a GoFundMe to help cover the costs. ...

The two companies are looking to invest in two to three developers a year, noting that they are seeking indie projects that use Epic's Unreal Engine 4. ...

The one-man dev team behind Demetrios offers a look at how he created a multiplatform adventure game on a minuscule budget and examines how the game has performed two years since release. ...

Game dev Tatiana Vilela dos Santos gets down to the nitty-gritty of designing human-machine interfaces in video games. ...

Uppercut Games' Ed Orman opens up about how the studio's Arabian Nights-inspired roguelike City of Brass was designed around the BioShock-esque "one-two punch" of a whip and a scimitar. ...

"Brutal achievements [beat entire game without taking a hit] are going to be fun for an extremely small part of your user base," writes ID@Xbox's Chris Charla. "Are you sure you want to do them?" ...

Psyonix's Devin Connors delivers a great GDC 2018 Community Management Summit talk on the design and implementation of the language ban system in the studio's hit car soccer game Rocket League. ...