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19 votes
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Housemarque's 25th anniversary is this year, and they've put all other projects on hold to focus on finishing an unannounced game they've been working on for three years
4 votes -
Balancing act: How developers approach making games feel "fair"
6 votes -
The Dreadnought Diaries - A new series of development diaries following upcoming projects at Ninja Theory
3 votes -
The two types of randomness
8 votes -
Designing Manifold Garden's believably unbelievable world and puzzles
9 votes -
Rethinking the meaning of success through the stories of Phil Campbell, co-founder of Quantic Dream and former creative director on major franchises like Tomb Raider
4 votes -
The closing walls around China’s independent game developers
7 votes -
Indie Games and Developers
This year I wanted to make a point to support and follow more indie game developers. I thought I'd post this topic to spread some love. Let's share indie game projects and developers that we are...
This year I wanted to make a point to support and follow more indie game developers. I thought I'd post this topic to spread some love. Let's share indie game projects and developers that we are currently following to help them get some more exposure. Here are a few from my end:
Pizza Tower:
https://pizzatowerguy.itch.io/
The demo feels so good to play. Controls are really tight and art/animation is really charming albeit eye-straining on higher resolution.
Guinea Pig Parkour:
https://twitter.com/GPigParkour
This game is not as far along as Pizza Tower, but the game-play footage looks superb. Seems like a taxing process considering the level of polish being demonstrated. Looking through GPigParkour's twitter, apparently this is something that they have been working on since 2016.Headcannon (Stealth):
http://www.headcannon.com/vertebreaker.html
You probably know Headcannon as the development team behind Sonic Mania. Despite the amazing job they did on Sonic Mania they don't receive much of anything for their hard work. The only pay from Sega that they received was the commission to create Sonic Mania and don't receive any revenue from sales. A recent kickstarter for the game Vertebreaker had be be cancelled because they were unable to raise enough funds for it. The founder and head of Headcannon Stealth goes into detail about this in the linked video. I highly recommend you check them out and donate to their Patreon if you can. They certainly have the talent and know how to create some cool ass games.
13 votes -
Introducing the GamesIndustry.biz Academy, a new section of the site for guides on a variety of topics related to game development and the industry
5 votes -
The untold story behind the design of Transistor
5 votes -
Indie game VVVVVV's source code is now public
22 votes -
A condemnation of time - Discussion of how to tell a linear story in a medium that is inherently nonlinear
4 votes -
Meditation Games: a launcher that has a different small game for each day of the year
7 votes -
The making of Outer Wilds
9 votes -
Sixteen significant gaming industry figures talk about some of the major trends and changes in gaming over the last decade
10 votes -
Katamari creator Keita Takahashi on why his games are both silly and serious
6 votes -
People don’t really need bigger worlds in games, they need better ones, says Dying Light 2 director
12 votes -
QA Lead at Obsidian explains a bug in The Outer Worlds where the game decided your companion was dead, despite the fact that companions usually can't die
18 votes -
Tough love: On Dark Souls' difficulty
7 votes -
Credits are not 'extra' - why game credits matter
5 votes -
Ars talks fighting games with Guilty Gear creator Daisuke Ishiwatari
3 votes -
Nintendo's Corey Olcsvary plays a selection of user-generated Super Mario Maker 2 levels and offers his thoughts on their designs
6 votes -
Tim Cain and Leonard Boyarsky's design lessons from The Outer Worlds
5 votes -
Microtransactions - What does good game monetization look like?
5 votes -
Crafting mystery through gameplay in Nauticrawl
3 votes -
Development on the Zelda-inspired TetraForce is moving along at a fast pace!
@tetraforcegame: More online multiplayer #zelda-like action! Now with fancy lighting effects #gamedev #GodotEngine #indiedev https://t.co/pQf3mIgfyy
7 votes -
The effects animation of Hollow Knight
13 votes -
Braid and the beauty of not wasting time
5 votes -
How Blasphemous' level design iterates on classic Metroidvanias
5 votes -
Permadeath as a game mechanic in a survival horror: the Song of Horror case
6 votes -
fornclake is developing an open source GBC Zelda clone with online multiplayer
17 votes -
What’s inside Skinner’s Box? How using an exploit in the learning systems of our brain creates pleasure
6 votes -
Six ways Mario Kart Tour triggers you into gambling your money
22 votes -
Designing investigative conversations in Heaven's Vault
3 votes -
The creative camaraderie behind Wilmot's Warehouse
3 votes -
Designing River City Girls' approachable, challenging brawling
4 votes -
Amnesia: The Dark Descent released nine years ago - lessons about designing horror games from Frictional's creative director
7 votes -
Area-focused narrative design
4 votes -
Rimworld, Dwarf Fortress, and procedurally generated story telling
11 votes -
Artifact - Ten key mistakes that led to the game's failure
7 votes -
Telling Lies - Making a game mechanic out of scrubbing video
5 votes -
Designing the personality-based narrative system of Jenny LeClue
6 votes -
Squash and Stretch - The twelve principles of animation and how they apply to games
5 votes -
To make Later Alligator, Smallbu had to wrestle with game design
3 votes -
Game difficulty is about trust and communication, not "hard" vs. "easy"
12 votes -
Bounce Back Postmortem: A Zelda Style Boomerang Game for #JS13k
7 votes -
Inside the process of creating adaptive music for Temtem's score
5 votes -
Sid Meier discusses Civilization's original design as a real-time strategy game and the transition to turn-based | War Stories
13 votes -
Exploring the tech and design of 'Noita'
6 votes