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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.
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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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.
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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German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.
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Therefore, for balance, I create such a positive image of fire. The first game Papetura was successful enough for Ostafin to make game development his full-time occupation. Works of art After the release of Papetura, Ostafin struggled to find that spark of inspiration for his new game. Petums ’ games are truly works of art.
Some of these could be obtained by playing through the event, while others required in-app purchases, so there was a balance in trying to keep all players relatively happy. For example, in the Spy Family collaboration event, players could obtain outfits, emotes, gliders, ornaments, and many other items inspired by the show.
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Join my community of over 2,000 game developers, artists, and passionate creators. That’s why I developed a theory which I refer to as the Five Levels of Communication through Game Development. There are five ways game developers can communicate the feeling they’re trying to convey. Ideas don’t mean much.
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In Guntouchables by Danish indie developer Game Swing , enemies randomly power up from the upgrades that a team of four players can’t lift out of the levels. After coming out of development of their multiplatform debut game OddBallers, the team knew they wanted to make a game for PC first and foremost.
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It’s a tribute to the time we grew up in and serves as a time capsule for that period”, says Dimas Novan, Director and Art Director of A Space for the Unbound. “We In the years that followed the team evolved into a game development studio, initially making games for Flash, HTLML5 and mobile, but now expanded to console development as well.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Play-testing is so critical in board game development that I’ve dedicated several articles to the subject. Join my community of over 2,000 game developers, artists, and passionate creators.
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The game’s graphics showcase a distinctive fusion of modern 3D visuals with a nostalgic pixel-art look. This approach, especially when combined with pixel art, created a visually appealing effect that resonated with me.” This approach, especially when combined with pixel art, created a visually appealing effect that resonated with me.”
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German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.
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It’s a tribute to the time we grew up in and serves as a time capsule for that period”, says Dimas Novan, Director and Art Director of A Space for the Unbound. “We In the years that followed the team evolved into a game development studio, initially making games for Flash, HTLML5 and mobile, but now expanded to console development as well.
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Join my community of over 2,000 game developers, artists, and passionate creators. Make sure you have a basic sense of balance and no runaway leaders. You need to test the art and every component. Basic balance. You have to play it with a lot of people and measure its quality by their opinions. Q: Is that everything?
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Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. The mark of a great game developer is to make great complexity and interaction come out of simple elements. I’ve come up with a theory which I call the Five Levels of Communication through Game Development.
The game’s graphics showcase a distinctive fusion of modern 3D visuals with a nostalgic pixel-art look. This approach, especially when combined with pixel art, created a visually appealing effect that resonated with me.” This approach, especially when combined with pixel art, created a visually appealing effect that resonated with me.”
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Box art alone has the ability to multiply sales of an otherwise unassuming board game. Join my community of over 2,000 game developers, artists, and passionate creators. Pay: Artists make art for a living! In fact, this is how I got James Masino to do 300 unique pieces of art for War Co. Need help on your board game?
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