Sources – How to find amazing game ideas
These are the sources and citations for the GMTK video “How to find amazing game ideas”. The citation number is shown in the top right corner of the video.
[1] Satisfactory Interview: Coffee Stain Studios CEO Talks 3 Million Sales, Early Access, and Future Plans | Gamerant
https://gamerant.com/satisfactory-3-million-sales-interview-ceo-stefan-hanna-future-plans/
[2] Subnautica Postmortem | GDC Vault
https://www.gdcvault.com/play/1025691/-Subnautica
[3] Original Among Us Was a Much Different and More Stressful Game | ComicBook
https://comicbook.com/gaming/news/among-us-game-original/
[4] Stardew Valley: Pushing The Boundaries of Farming RPGs | Cornell Sun
https://cornellsun.com/2016/02/23/stardew-valley-pushing-the-boundaries-of-farming-rpgs/
[5] Hotline Miami Prototype (Super Carnage) | DevolverDigital (Volume Warning)
[6] The Making Of: Hotline Miami | Edge Magazine (Archived)
[7] The Game That Inspired Minecraft, But Never Made a Penny | People Make Games
[8] Vampire Survivors creator ‘didn’t have a vision’ when he started making the game that allowed him to quit his job | PC Gamer
[9] Fortnite’s Battle Royale Mode Was Designed During An Uber Ride | Kotaku
https://kotaku.com/fortnite-battle-royale-interview-epic-mustard-uber-ride-1851427317
[10] What inspired Dicey Dungeons? | Distractionware
https://distractionware.com/blog/2019/08/4-what-inspired-dicey-dungeons/
[11] Crypt of the NecroDancer Interview: An Accidental Roguelike Rhythm Game | GameRanx
[12] How To Combine Video Game Genres | Game Maker’s Toolkit
[13] Papers, Please | TIGForums (Archived)
https://web.archive.org/web/20140111172010/http://forums.tigsource.com/index.php?topic=29750
[14] Ask the Developer Vol. 10, Pikmin 4 | Nintendo
https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-10-pikmin-4-part-1/
[15] Will Wright | MasterClass
https://www.masterclass.com/classes/will-wright-teaches-game-design-and-theory
[16] How I designed Fruit Ninja | Luke Muscat
[17] Super Mario Sunshine – 2002 Developer Interviews | Shmuplations
https://shmuplations.com/mariosunshine/
[18] Game Designer Jonathan Blow Challenges… | MTV (Archived)
[19] Shovel Knight Devs Discuss Co-Op, Pogo Jumping, And Beyond | GameInformer
[20] ‘Splatoon’ and ‘Splatoon 2’: How to Invent a Stylish Franchise with Global Appeal
https://gdcvault.com/play/1024999/-Splatoon-and-Splatoon-2
[21] Mind of Kojima – How he came up with the core idea behind Death Stranding | Reddit
[22] The Opposite of Fail: The story of FTL | Polygon
https://www.polygon.com/features/2013/3/12/4090522/the-opposite-of-fail-the-story-of-ftl
[23] Spiritfarer is about death, but it’s how it treats life that makes it unusual | Rock Paper Shotgun
[24] Into the Breach Design Postmortem | GDC Vault
https://www.gdcvault.com/play/1025772/-Into-the-Breach-Design
[25] The Legacy of Rob Daviau, the man who helped flip boardgames on their head | Eurogamer
https://www.eurogamer.net/the-legacy-of-rob-daviau-the-man-who-helped-flip-boardgames-on-their-head
[26] Undertale Dev: “Every Monster Should Feel Like an Individual” | The Escapist
https://www.escapistmagazine.com/undertale-dev-every-monster-should-feel-like-an-individual/
[27] Lorelei and the Laser Eyes | Simogo
https://simogo.com/work/loreleiandthelasereyes/
[28] How Parking Garage Rally Circuit Brings The Spirit Of Sega’s 32-bit Console To PC | Time Extension
[29] Independent Games Summit: Crafting A Tiny Open World: ‘A Short Hike’ Postmortem | GDC Vault
https://gdcvault.com/play/1026613/Independent-Games-Summit-Crafting-A
[30] How to Prototype a Game in Under 7 Days | Miami University
http://miami.lgrace.com/documents/How to Prototype a Game in Under 7 Days.pdf
[31] Why You Get Your Best Ideas in the Shower | TIME
https://time.com/6999592/shower-thoughts-best-ideas/
[32] Firewatch: hope and heartbreak in the American wilderness | The Guardian
https://www.theguardian.com/technology/2016/feb/01/firewatch-american-wilderness-campo-santo
[33] Steam Game Releases By Year | SteamDB
https://steamdb.info/stats/releases/
[34] What Makes an Indie Hit?: How to Choose the Right Design | Game Developer
https://www.gamedeveloper.com/business/what-makes-an-indie-hit-how-to-choose-the-right-design
[35] Know Your Game’s Anchor | How To Market A Game
https://howtomarketagame.com/2019/12/23/know-your-games-anchor/
[36] Franek | X
https://twitter.com/Franrekk/status/1826419925923270847
[37] Finding Clever – Zachary Richman PJP Talk | Post Jam Productions
[38] Lucas Pope (Papers Please / Return of the Obra Dinn) | Noclip Podcast
[39] Dev Log: recovering from no particular hardship, and the next proposition | Tom Francis
