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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. His design process is highly iterative, starting with loose ideas and evolving through sketches, prototyping, and constant refinement. he says, describing the core inspiration for Katanaut.

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Fruit Ninja-creator Luke Muscat on the highs and lows of solo development “I’m just super motivated” 

PreMortem.Games

I had never actually shipped any gameplay features with code I had written. One that would force him to master every aspect of game creation, from coding to marketing. To find his first solo project, he developed a new brainstorming approach: he built a prototype in roughly 100 hours and let people play it.

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AWS to showcase tools for breakthrough gaming experiences at GDC 2025

AWS Games

You will learn how to build your own game distribution channels, offer instant-on playable demos, explore new game modes, and reach new players on different devices all without modifying your game code.

AI 100
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The CORVID-19 edition

Grumpy Gamer

There is a bi-weekly game prototype group I would meet up with and I do miss that. There is a lot of good code in the TWP engine and the goal was to sort that out and only take the good. It can’t run TWP dues to a complete removal of the UI code from the engine. I have a few very close friends and we continue to talk.

Editing 130
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Ten Years Running!

Grumpy Gamer

I coded the original Grumpy Gamer from scratch and it was old and fragile and I dreaded every time I had to make a small change or wanted to add a feature. I could have used some off-the-shelf blogging tool or code base, but where’s the fun in that. The most interesting prototype is about being lost in a cavern/cave/dungeon.

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Lock-down in Seattle

Grumpy Gamer

There is a bi-weekly game prototype group I would meet-up with and I do miss that. There is a lot of good code in the TWP engine and the goal was to sort that out and only take the good. It can’t run TWP dues to a complete removal of the UI code from the engine. I have a few very close friends and we continue to talk.

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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

Planning out code structure was exceedingly difficult, nobody had experience with it and official documentation was sparse to say the least, according to Hermann. Keep spending extra development time to make the DOTS code work, or spend a big chunk of time switching and make it up by being more efficient later?

Dev 104