Remove Art Remove Balance Remove Playtesting
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In Guntouchables enemies power up with the upgrades that you leave behind

PreMortem.Games

To make sure all upgrades and weapons are properly balanced, Game Swing does playtests throughout development. Add to that, that the whole core of the game relies on that balance to be right to provide enough challenge, without becoming unfair or impossible. Yes, I would say balancing is the hardest part.

Co-op 104
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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

Ive always loved creating things, and game development felt like the perfect mix of art, storytelling, and problem-solving, he explains. Ive always loved creating things, and game development felt like the perfect mix of art, storytelling, and problem-solving. Why did you become a solo developer? Motivation can also be tricky.

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Importance of playtesting in game design

Logic Simplified

One vital approach used during game development is playtesting. So, what is playtesting and how is it an essential part of game development? What is a playtest? A playtest is a method to see what works in terms of gameplay mechanics. Let’s find out.

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

PreMortem.Games

To make sure all upgrades and weapons are properly balanced, Game Swing does playtests throughout development. “We Add to that, that the whole core of the game relies on that balance to be right to provide enough challenge, without becoming unfair or impossible. Yes, I would say balancing is the hardest part.”

Co-op 138
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Two brothers behind MystiveDev build bodycam survival-horror Chasmal Fear

PreMortem.Games

My brother Zhanko does the programming part, while my stronger side is 3D art and level design”, explains Bobby Mojsovski. Compelling gameplay loop Balancing the creation of assets, the Mojsovski brothers share that the assets are a mix of marketplace acquisitions and in-house development. “I say it’s 50/50.

Horror 211
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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

“The balancing of the game between two players,” Olczyk explains. “Playtesting is key. ” The solution was the comic book art style, which not only makes the game visually engaging but also complements the detective theme. We love the freedom that comes with remote work. ” The solution?

Puzzle 138
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Feral Cat Den is pushing the audio-visual boundaries of games with Nirvana Noir

PreMortem.Games

Their first game, Genesis Noir, was already a moving work of art. This field of visual art emphasizes abstraction and graphic design to compress storytelling into quick digestible and fun chunks.” This time around we’re putting a lot more time and resources into playtesting and catching problems early.”

Art 138