Remove Art Remove Concepts Remove Dev
article thumbnail

Ex-Phoenix Labs devs reveal now scrapped 'Project Dragon' game

Game Developer

Concept art for Phoenix Labs' cancelled game reveals a fantasy crafting-RPG in the vein of Minecraft and Legend of Zelda: Breath of the Wild.

Fantasy 313
article thumbnail

Solo dev Esteban Hernandez spent 7 years on Creo God Simulator: “I’ve learned perseverance”

PreMortem.Games

Because it’s just me, and it’s not yet my full time job, I can only work as fast as my evenings and weekends allow, which can delay updates beyond what it would take if I had engineering and art help. It would be great to bounce ideas and concepts off of fellow colleagues when building my games. How do you deal with that?

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Visual Concepts Austin reportedly hit with layoffs

GamesIndustry.biz

2K Games has reportedly laid off an unknown number of developers at Visual Concepts Austin. As reported by Game Developer , former art manager Brad Bowling posted the news on LinkedIn , sharing that himself and "a group of very talented developers" had been let go from the company. "I Read more

Concepts 130
article thumbnail

Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

“I wanted IHAS to deal with so many philosophical concepts,” Pidiashenko explains. That’s why I wanted IHAS to deal with so many philosophical concepts.” After finishing IHAS, I will start to build a strong team to work on games that are beyond my scope a solo dev.” How did you get the idea for IHAS?

Dev 104
article thumbnail

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. Something I want to feel in a game rather than a structured concept.

article thumbnail

Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. Since I was a child, I always found myself surrounded by art, because most of my family were artists (ballet dancers, painters, musicians). I usually start with a location or concept from which I build a ‘mind map’.

Dev 160
article thumbnail

A follow up to your answer about veilguard (was really hoping you would touch on that one). Why do game companies that have a “bad” release always seem to start from the bottom of the pyramid when it comes to restructuring and recouping losses? Why fire low level devs who did their best with what they had, when the companies have people in senior positions making hundreds of thousands of dollars (if not more) that they could just cut from? Why do the trenches always get the punishment first?

Ask a Game Dev

The next factor is that each major experience level up a dev attains tends to be a geometric difference in productivity. [ A large task that would take a junior dev two months to complete might take a mid-level dev one month and a senior dev only a week or two ].

Dev 69