Which usually is a sign that maybe we should write it down and it could move the needle for someone else too. Part 1′s publisher notes were largely distilled from these conversations, and most of the contents of this article are things that we found ourselves bringing up over and over again in different ways with a lot of different teams over the week. GDC for us somehow has slightly less strictly-business stuff lately, and more mentorship- or feedback-oriented meetings, where we get a chance to sit down with harried geniuses from all walks and talk about their new projects and whatever their (and our) worries are at the time. Part 1: Notes on Indie Publishing has been up for a while and digs into some business stuff, but Part 2 here is more about the design side of commercial game-making. Hello friends! PAX East is done finally, which means I have a few hours to finish our GDC wrap-up (before heading off to the BAFTAs and EGX Rezzed what even is this industry). A strong tentpole and some thoughtful layout work can make a big difference.Īs usual, I promise I’m not using the royal “we” in this writeup! Everything I’m jotting down here comes out of me and Bek’s collaboration. Screenshot Theory A lot more people will see screenshots of your game than will be playing your game. What Do I Make Thoughĭeciding What To Make Walking through some of the steps or questions or inquiries we use to figure out what kind of resources we should put into our next game idea. Or, how we decide what to work on next together. Managing Tasks Some thoughts on when to start tracking and what to track and the underlying goal of all this stuff.Ĭollaborative Planning A breakdown of what we do internally to build group confidence in discipline-specific outcomes. Notes on Indie PublishingQuick overview of the current state of publishing deals available to indie devs. What Do We Mean When We Say `Indiepocalypse`?A bunch of devs share numbers and reports from the front lines Notes on FreelancingWhen to say Yes, when to say No, what to look out for, and how to plan around it. Ok ok ok Getting Startedīreaking Into GamesIndie or AAA? College or not? How can you start making games right now? Hello friends! I’ve compiled a list of indie game dev resources from me and Bekah (my partner-in-crime-and-other-things-too), hope these come in helpful in one way or another! To the best of my knowledge these things are basically relevant still, at the time of this post.Īlso for the most part this will not so much be prescriptive advice but descriptions of what we’ve been up to lately. Writing for Eurogamer, Edwin Evans-Thirlwell described it as "whimsical without being frivolous and tender without being maudlin", before slapping a Recommended badge atop its bonnet in his review.Indie Game Dev Pro Tips, Spring 2018 Edition Night in the Woods was much loved around these parts on release. However, I guess Vita might be a possible outlier, with the Atari Jaguar and 3DO considerably further down the list. As such, it's probably safe to surmise that Switch is the mysterious device being alluded to here. Given that the Xbox One and PS4 versions are already a known quantity, we can immediately cross them off the list of potential other consoles. Among Infinite Fall's deluge of Weird Autumn Edition announcement tweets today was one reading, "Stay tuned for news on another console, which I am unable to mention for reasons, but you know what console I'm talking about." There's one last potentially exciting bit of Night in the Wood news. PS4 players, meanwhile, will get them a smidgeon later, in January 2018. As a bonus, Xbox One and PC players will receive Longest Night and Lost Constellation, the two previously released supplemental games, on launch day. Weird Autumn will be made available as a free update for existing PC and PS4 players on release day.ĭecember 13th also marks Night in the Woods' Xbox One debut, where it will arrive in its new Weird Autumn guise. The announcement trailer is marginally more illuminating, revealing that it will feature "new weird, new crimes, and old tales". Known as the Weird Autumn Edition, the new version features (in the words of its creators) "a whole bunch of new content". Developer Infinite Fall's celebrated narrative adventure Night in the Woods - a game of cute animals and crippling existential dread - is getting a "director's cut" on December 13th.
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