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The Sweet Art of Feature Adaptation

Deconstructor of Fun

Whether it's a unique gameplay mechanic from an indie title or a groundbreaking event in one of the biggest franchises, developers consistently look to each other to spark creativity and fuel progress. It's fascinating to see how different development teams approach the same feature in varied ways. Take Candy Crush Saga , for example.

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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. As a one-person team, he embraces both the creative freedom and the intense challenges that come with solo development.

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Unity Games That Last: How Testing, Art, and LiveOps Drive Revenue and Retention 

iXie gaming

This article explores how strategic QA, high-performing 3D art pipelines, and LiveOps frameworks separate lasting titles from forgettable ones. QA as a Strategic Investment in Player Retention and Brand Equity Many developers still consider quality assurance a late-stage cleanup process.

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Emerging Trends in Game Art: Real-Time Rendering, Stylized Game Art, and Beyond 

iXie gaming

By 2026, the gaming industry is expected to reach $321 billion , with real-time rendering and AI-driven game art playing a pivotal role in its growth. Game art has undergone a seismic transformation over the past decade, driven by technological advancements, evolving player expectations, and a rapidly growing industry.

Art 52
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Rival guilds and a dragon landlord all contribute to the rowdy charm of Dungeon Inn

PreMortem.Games

Lee focuses on art direction, UI/UX design and related programming tasks, while Kim takes charge of illustrations, adventurer designs and animations. Players must carefully balance their actions to avoid suspicion while maximizing their profits, all within the constraints of a turn-based management system.

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In Guntouchables enemies power up with the upgrades that you leave behind

PreMortem.Games

In Guntouchables by Danish indie developer Game Swing , enemies randomly power up from the upgrades that a team of four players cant lift out of the levels. After coming out of development of their multiplatform game OddBallers, the team knew they wanted to make a game for PC first and foremost.

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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

But behind every update lies a complex art production pipeline that must scale efficiently while maintaining artistic integrity and production efficiency. The answer lies in scalable art production pipelines that balance speed, quality, and cross-platform optimization. What Makes Live-Service Art Production Different?

Art 52