This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Everyone must be online from 14h to 18h on Discord because this is ‘when things get done’ and we can all do brainstorms, playtests and all that.” She drew a lot of the first concept art for the main characters. The company started creating multiplayer games because the founding members wanted to playtest games together.
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? It wasnt really a big decision.
My brother Zhanko does the programming part, while my stronger side is 3D art and level design”, explains Bobby Mojsovski. This approach allowed them to create a compelling gameplay loop and build a captivating story around it. “Talk with the players and do lots of playtesting. Then, analyze their feedback.
Experience first-hand how Amazon Web Services (AWS) for Games helps build breakthrough gaming experiences at the Game Developers Conference (GDC), March 17-21, 2025 at the Moscone Center in San Francisco. Join the team behind Netflixs Squid Game Unleashed as they lead you through building the backend for a fast-based action mobile game.
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.
Hrnjadovic also believes that the game could build bridges between people of different beliefs. Thats why we choose a stylised abstract art style, similar to what could be found in an animated kids show. SenAm plans to build upon the 10-minute demo thats out now to try and release the game in Oktober 2026.
Jake Rasmussen , the game’s director, wanted to create a game about building and programming robots,” says Porkoláb. It brings together resource gathering, crafting, building and working with robots, while also telling stories through the game’s alien characters.” We entered Steam Festivals, ran regular playtests and used social media.”
Everyone must be online from 14h to 18h on Discord because this is ‘when things get done’ and we can all do brainstorms, playtests and all that.” She drew a lot of the first concept art for the main characters. The company started creating multiplayer games because the founding members wanted to playtest games together.
I like variety in my work (art, coding, animation, marketing); it keeps things interesting and I also love seeing my own progress over the weeks, months and years.” I also released the demo on Steam early (after invite-only playtesting) so I can gather feedback from real players. Just start building and the ideas will come.”
Taufner handled the initial blockout and gameplay, while I did the art pass and tweaks. The collaboration here was ideal because I didn't feel like doing gameplay stuff, and Taufner didn't want to art pass, so we exchanged duties and took turns working on the level. My art pass also needed to punctuate Taufner's progression.
Since I was a child, I always found myself surrounded by art, because most of my family were artists (ballet dancers, painters, musicians). One day I discovered video games could be much more than just ‘entertainment products’, and fell in love with the idea of mixing all the things I loved about art in a new medium.
In the past, I’ve tried creating a few YouTube channels (starting in 2017) and TikTok accounts, trying to build an audience and, eventually, turn it into a business. After finishing IHAS, I will start to build a strong team to work on games that are beyond my scope a solo dev.” Playtest early. How did you get the idea for IHAS?
After that, if you want to ship something, you need to build discipline.” I get to wear every hat, from 3D art to level design to marketing and everything in-between “Working on personal projects is also a great way to develop new skills that I don’t have the opportunity to develop in my day-to-day work.
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.” Now, with the follow-up, Nirvana Noir , the New York-based indie studio Feral Cat Den is crafting audio-visual poetry in motion.
Final Factory blends factory building and spaceship design with RTS-style troop commanding and classic bullet-hell gameplay. Hence the premise of the game is that you are a Von Neumann probe, sent to consume all the resources in the Universe and build the ultimate (final) factory. Pretty impressive for a largely solo-developed game. “At
Through playtesting, you can answer the question “do the mechanics suit the theme?”. Once you’ve got mechanics to suit a core theme, you can develop the theme a little more through art, story, and graphic design. Then you can start developing mechanics. The further you go, the grittier rules become.
When I need to compile a Windows or Linux build, I start up a VM. There is a lot of Thimbleweed Park fan art (and even people selling it), and I don't have a problem as long as 1) You can't use our trademarks, 2) it's not confused with official/licensed merchandise, 3) you're not making too much. Headphones and music while doing?
We had three very different games that we spent around two weeks on each, developing them up to a point where we could playtest them with other people”, says Mason. Another layer of uneasiness A big factor in the game’s atmosphere and world building are the visuals. Our first playtester hit the first target after approximately 0.5
We had three very different games that we spent around two weeks on each, developing them up to a point where we could playtest them with other people”, says Mason. According to Lead Artist Alex Ritchie the visual style was born out of necessity: “Because of the quick turnaround for prototyping all the art was simple to save time.
When I need to compile a Windows or Linux build, I start up a VM. There is a lot of Thimbleweed Park fan art (and even people selling it), and I don’t have a problem as long as 1) You can’t use our trademarks, 2) it’s not confused with official/licensed merchandise, 3) you’re not making too much.
Each level also had unique mechanics and art styles that all tied into a cohesive whole. Meanwhile, VR dev continues, as artists learn Unreal 4's art pipeline and do lookdev to figure out how to update the Psychonauts art style from 2005 to 2015. It was a quirky story-first 3D platformer with jokes that were actually funny.
This city-building sim takes players back to the Song Dynasty, where they must navigate the challenges of settling a town, cultivating the land and expanding the city. When the team first decided to make a sim management style game, they quickly settled on a city building sim. “We But it took some tweaking to get the right balance.
This city-building sim takes players back to the Song Dynasty, where they must navigate the challenges of settling a town, cultivating the land and expanding the city. When the team first decided to make a sim management style game, they quickly settled on a city building sim. “We But it took some tweaking to get the right balance.
Game reviews build trust. You can give it gorgeous art. If something slips through your playtesting, it might very well be caught in the review stage. Would you spend $50 on someone you don’t know? Probably not. Well, at least I wouldn’t, because I’m a total tightwad in the wallet department.
Observance is a game of stargazing, engine building, and time management. Every iteration of each game has to be created somehow and there are A LOT of iterations – usually a new one after each playtest, especially in the beginning. I also try to go to as many conventions as I can and playtest as much as possible.
If you hate the game you’re playtesting, do something different. Don’t just playtest it and refine the mechanics. This is the art for Spectrum in War Co., is the art. If you can give your game a story, you build a whole world of context that draws patterns in the mechanics and the theme.
Compared to his contemporaries and successors, Barragán didn't make a lot of buildings nor design huge cities. As the player maps out the sewers, they wake more and more sleeping zombies, which can build up into a gauntlet of a dozen zombies cluttering the tunnels. However, building these spiral stairs was a bit annoying.
These are updated pretty often based on feedback and playtesting from patrons. But now it looks cleaner, has new art, new graphic design, and a lot of gameplay enhancements. There's a new "exchange" system that lets you swap certain cards from your hand with those in your discard pile to help you build the hand you want.
One of the things I’ve been focusing on a bit more in recent years is a revival of the greater game:non-game work ratio that Cogmind enjoyed in its early years when I was less interested in promoting it and more interesting in just building cool stuff. Shown another way: Net total item count in Cogmind, 2015-2023 and beyond.
This two part series on how to build and grow products with data is written by, Oleg Yakubenkov , CEO @ GoPractice. There are many more ways how data can increase your chances of building and operating a successful mobile game. No one tried to challenge whether it was worth building what the team originally had in mind.
Level Building Level Building is the phase of the process where stages, maps, and missions of the game are created, keeping in mind interactive situations or events that challenge the player and keep them engaged. Looking for experts in game logic and development?
Throughout the years, the team diversified their skillset, handling everything from art to sounds, most of which were purchased online for licensing. By involving their player base in the decision-making process, they not only improve the game in real time but also build a strong bond with their audience.
art, design, technology, physics, coding, music, maths, 3D, problem solving, empathy, and fun!” Feedback from playtest sessions with friends or players is really important. I’m not very comfortable with self-promotion, and don’t easily find motivation for things that aren’t contributing directly to the game build.” “I’m
Ovidiu Mantoc – Level Design, 3D Art. Gabriel Tanko – Concept and 2D Art. Cosmin Coroiu – 3D Art. Dragos Geomolean – Additional 3D Art. You’re working in a bubble for 12 hours a day to get that last build ready for the demo and then suddenly: BOOM! Fix the problems we identified during the playtest.
How to Venture in Your First NFT Game Development Here is a step-by-step guide to help you build your first NFT game: 1. This will help you shape the gameplay art style, mechanics, and general experience. Learn a Relevant Programming Language Building an NFT game requires you to properly understand a relevant programming language.
Patrons helped playtest and also just point out errors or give suggestions how to improve things. At the $10 subscription level, patrons get my "Raw Game Design" podcast where I discuss actual design problems in the middle of solving for my games, as well as some sneak peeks at art. Tech buildings let you build more powerful units.
We've had Mac builds as well as PC builds from day 1 on Fantasy Strike, though I can't comment on other platforms right now. We could certainly add more to our controls scheme if we need to, but so far it's gone over fantastically in playtesting exactly how it is.) I'm glad to bring them into the fold.
Building multiplayer games can be rewarding and exciting for aspiring game developers. Here’s a quick overview of the entire process of developing multiplayer games, from pre-production to post-release: Concept and Design Like any other game, the journey of building a multiplayer game starts by creating the game concept.
I must say this has been an exciting time, having the opportunity to revisit everything to iron out as many kinks as possible, in many places adding new build possibilities or even whole new mechanics. ASCII art for Exiles prototypes. Categorical Approach. As an example, by far the most sought after prototype was Lightpack 2.0,
Pharaoh doesn’t use districts; instead, its systems are built around little walkers that move around your city and do their jobs, so that the layout of your streets and the adjacency of your buildings actually matters. A] game can present the system in a more objective manner thereby building a different sort of empathy and understanding.
But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. The competence to find a coherent form for the content is 100% up to the designers and the art director, who finally has control over whether a design is used in the final game or not.
When we last met, we shared some exciting updates from our time exhibiting at Play NYC 2021, and shared all the work that went into ensuring the exclusive build we prepared for the convention was in tip-top shape and ready to be played. Concept Art. You can see the three options Nicholas shared with our team below. 3D Modeling.
You should concentrate on building up your writing portfolio and getting regular game writing work. What does the Art Team need to know about this quest or level? Playtesting, bug fixing, incorporating or giving feedback, and keeping an ever-watchful eye out for ludo-narrative dissonance. And that’s valid! Localization.
After the links I thought it might also be fun to directly include a printout of their final build state, as taken from the scoresheet itself. Sample reporting of runs in progress from the latest build currently in prerelease testing. But I didn’t want to bloat the size of the game just for that--didn’t seem worth it.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content