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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. The toll on mental health can be quite high for solo devs.
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. IHAS will launch on Steam on 21 November The post Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives” appeared first on PreMortem Games.
With the game now announced for a 2024-release, the part time solo dev is motivated to finish the game. 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.
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). Which art and music will be needed? For some, the idea of developing a game alone is daunting.
Plus, a smaller indie dev team should be able to handle the scope. Thats why we choose a stylised abstract art style, similar to what could be found in an animated kids show. We already conducted lots of playtests with children from the age group 10-12 years and really feel that we have hit upon a great formula for the game.
We’re dropping bits of their lore into these behind the scenes posts, as well as sharing their visual evolution through art iterations and market testing. We also have done sneak peeks of upcoming features, sessions with other devs on the team, and more. There’s a blog post up about them as well.
Featured sessions include Leveraging AI in Live Service Games with AWS for Games Global Business Development Lead Shayan Sanyal from 2:40-3:40 PM, and Reimagining Game Dev in the AI Era featuring Andrei Muratov, AWS Head of Game Analytics from 10:50-11:50 AM. Reserve your spot for the all-day event.
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. What are the biggest advantages of working solo? “I’m
Working in Mixed Reality, I met many ex game devs and artists, who I learned from and was greatly inspired by. Although we weren’t making games, the tech for Mixed Reality was identical to making games, so I picked up a lot of technical ability with Unity, game dev, shaders and more.” What are the biggest advantages of working solo?
Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey , chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021.
One of my close friends, Ches Denison, joined me working 5-10 hours a week as a playtester, game designer, and just a general jack-of-all-trades-guy. Once playtesting began in early 2023, player feedback further refined my vision. Plus, maintaining a healthy work-life balance is the most important thing you can do as a game dev.
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. The post Theme vs. Mechanics appeared first on Brandon the Game Dev. Then you can start developing mechanics.
You can give it gorgeous art. You can keep a dev diary. If something slips through your playtesting, it might very well be caught in the review stage. appeared first on Brandon the Game Dev. There’s a lot of ways to suggest that your game is going to be good. You can release a free PNP version.
I’ve split it into five sections for your convenience: How Ben, Sarah, and Will Got Started How Working in a Team Feels The Downsides of Teamwork Communication in a Team Advice for New Game Devs. Sarah: It was also in 2013 that we met Ben and were playtesters for his game Tower , which he launched on Kickstarter early in 2014.
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. The post 10 Elements of Good Game Design appeared first on Brandon the Game Dev. This seems obvious, but never lose sight of it.
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. Whenever I demo or playtest, I make sure to get the email address of the person, so I can inform them when the Kickstarter starts. Carla: I also do a lot of interviews!
However, when people think of storytelling in games, they think of theme, story, art, components, and even box design. Art and storytelling Physical experience and storytelling Parting advice. Art and storytelling Physical experience and storytelling Parting advice. Playtesting storytelling. Art and storytelling.
After launching Jumplight Odyssey in August of 2023 the studio failed to secure additional funding and was forced to lay off the entire game’s dev team in November. Three years later the situation at League of Geeks has changed drastically. Many of us have been in the industry for a long time.
Now look, some parts of game design – like playtesting or accessibility testing – can be tedious. It’s a more durable goal for the future, better for your self-worth, and gives you maneuverability to make the best art you can possibly make! Of course, burnout doesn’t just happen all at once.
This article is part of the game-dev advice newsletter Levelling the Playing Field by Rami Ismail. If you want to know more about the art, craft and science of game development, subscribe here. The newsletter is free but you can support the existence of LTPF with a small subscription fee.
You do the game development and playtesting. You go find the art. Publishers handle the marketing, the selling, and often they cover the art, too. Of course, the cost of having a company swing the full weight of their art, marketing, and selling staff behind your idea comes with a hefty cost. You are quality assurance.
We're so happy you're joining us for another epically magical installment of the Kristala Dev Blog! This is the place where we break down all aspects of development for 3D Dark Fantasy ARPG Kristala—an indie game in developed by the wildly talented dev team behind women-owned indie games studio, Astral Clocktower Studios. Concept Art.
After months of toiling in a secluded attic, the last weeks of which were particularly grueling, we finally took Second Hand to its first public showings: first to Dev-Play in Bucharest and shortly thereafter to Clujotronic in our very own Cluj. It was scary, thrilling, amazing and… we won the Dev-Play Indie Pitch! Color me excited!
In previous years I’ve opened the review with a collage of dev images of varying themes and content, but approaching the end of this year we have one major theme that stands out, and that I’ll be writing more about below, so let’s hear it for the interface mockups! The first three years there are Alpha, followed by Beta.
” This philosophy is at the he art of WayForward’s approach to game development, where reverence for gaming history is matched by a passion for innovation. “Playtesting is a crucial part of our development process,” James emphasized.
Many creators choose to focus on making a brilliant game, well play-tested, with great art, and good Kickstarter potential. We finally got to a point in 2014 when he said, “I think we’ve done enough, we can start playtesting it.” appeared first on Brandon the Game Dev. And that’s fine! We spent 3.5
Throughout the years, the team diversified their skillset, handling everything from art to sounds, most of which were purchased online for licensing. Their journey is a poignant reminder that game development can be both an art form and a journey of continuous learning and growth.
After three days of intensive game development and two weeks of playtesting and rating (over 3,500 ratings!), This cute and well-designed pixel art puzzle game snatched the 1 st position in the Gameplay and Graphics and Sound categories, and 2 nd position in the Theme interpretation category ( Overall rating: 4.088). Fire and Fondness.
Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game. 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.
Roguelikes Discord Back in mid-2016 a couple of friends decided to make a new Discord server on the topic of roguelikes, and started asking relevant devs like myself to join. And we use the forums for the occasional REXPaint feature/help discussion, so yeah they have their uses even now.
Beta 11 is finally tackling this project, and we’ve already seen it manifested across propulsion , weapon mechanics , storage units , fabrication and more, but the comprehensive item-by-item review has only come to pass as part of the conclusion to this dev cycle. ASCII art for Exiles prototypes. Fine tuning.
Although I already demonstrated much of the first new modal UI layout in an earlier forum announcement , I figure I could review those features here in order to provide closure to this series, plus cover some related dev topics as well as the second modal layout. Sample part info as fit into a 45-row UI layout.
I was able to raise enough money to hire contractors to help me with art and audio but I didn’t raise enough money to pay myself,” she says. She used it both as a marketing and playtesting tool. After a successful Kickstarter the game went into production. “I
You may have spotted this little thing among all the art I shared for new items last time: …or not because there was a ton of art samples collected there xD That is the Personal Teleporter. First a little relevant dev note: When creating new item-based mechanics, internally I’ll generally use more generic names for effects.
Garret is a sharp guy and a good game dev. ” It’ll be aimed at letting first-time game devs know what they’re getting into with self-publishing. months to prepare the print files, finalize the box art, and print sample production copies 1 month to prepare for the Kickstarter 1 month to run the Kickstarter 1.5
It was right at the beginning of the pandemic, in early 2020, when Austrian indie dev Dominik Hackl started working on Summit , a 2D mountain-climbing Metroidvania. Without much game dev experience he relied on YouTube dev vlogs to help him along. Take enough time off for non-game dev related hobbies.
The stunning Cruising Pavilion installation at the 2018 Venice Biennale My previous cruising game The Tearoom focused on the emotional and psychological aspects of cruising, and eventually went on tour with the fantastic group art exhibition Cruising Pavilion.
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