The Gamer's Post

Drugs, masks, and randomness: The moral gray areas of We Happy Few

about X hours ago from Gamasutra Indie News

"We've had whole generations of games imposing 'good vs evil' moral ethics to players, but I dislike that kind of simplification," says Compulsion Games' creative director Guillaume Provost. ...

Here are the devs showcased in this year's Gamescom Indie Arena Booth

about X hours ago from Gamasutra Indie News

This sprawling behemoth of indietude, organized by a bunch of German developers but open to games from all over the world, will once again make an appearance at this year's Gamescom in August. ...

GDC Europe 2016 State of the Industry: VR interest is rising, but PC and mobile still reign

about X hours ago from Gamasutra Indie News

GDC Europe officials have released the results of the 4th annual European State of the Industry Survey, which offers insight into which platforms are most appealing, the perceived value of crowdfunding and what VR means for the industry at large. ...

Check out the 2016 Game Career Guide right now!

about X hours ago from Gamasutra Indie News

Looking to advance your career in the video game industry? The annual Game Career Guide for 2016 is available right now for you to check out -- for free! ...

Blog: How I failed to make my dream game (twice)

about X hours ago from Gamasutra Indie News

The roller coaster four-year story of a video game made by a small Barcelona-based development team. ...

Don't Miss: Satoru Iwata's 'Heart of A Gamer' keynote at GDC 2005

about X hours ago from Gamasutra Indie News

"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer," began Nintendo president Satoru Iwata in this seminal GDC 2005 keynote speech. ...

Video: The scenography of Kentucky Route Zero

about X hours ago from Gamasutra Indie News

Kentucky Route Zero developer Tamas Kemenczy breaks down the artistic inspiration for Kentucky Route Zero in this 2014 GDC talk. ...

A breakdown of the drink choice mechanic in Sukeban games' VA-11 HALL-A

about X hours ago from Gamasutra Indie News

"At its heart," says writer and programmer Fernando Damas, "the drink mixing system is really simple. It's like a dialogue choice menu where you don't know how many options there are." ...

Blog: Rocket Rascal mobile game postmortem

about X hours ago from Gamasutra Indie News

What went right, what went wrong, and what was somewhere in between in the development of iOS and Android game Rocket Rascal. ...

Blog: Designing contextual storytelling in a 'metroidvania'-style game

about X hours ago from Gamasutra Indie News

Game designer Thais Weiller talks about her work on the well-received "metroidvania"-style game Odallus: The Dark Call, and how "show, don't tell" was a key guideline. ...

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