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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. His design process is highly iterative, starting with loose ideas and evolving through sketches, prototyping, and constant refinement. The toll on mental health can be quite high for solo devs.
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. I build a prototype in roughly 100 hours, and then make a video about it for my YouTube channel and let people play the prototype. Solo dev was everything I had imagined and more.
This also meant we had less dev time to fix bugs or optimize performance. “Ricky has his own unique art style that he brought into the process.” Identify key features you need your engine to support, make some prototypes and see if Godot suits you and your game. And so far, the team is happy they did.
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 ].
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? This finally leads me to prototyping and validation.
If you’re the kind of creator who has a few prototype board games in your closet somewhere, consider playing one of them with a few game designers. Order a professional physical prototype of one of your board games. Buy some board game art, even if it’s just one piece. Just go out and make a great board game for fun.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. prior to and during its Kickstarter campaign, but it is also my favorite rapid prototyping tool. Digital play testing is an excellent way to reduce the costs of developing early board game prototypes.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Great art is one of the most critical parts of a board game. ” Art is the most powerful marketing tool for board games and one of the most powerful tools for communicating game information.
I don't blame the devs, I'm sure they pitch fresh ideas every year! New Zealanders might recognize the art style of Toby Morris , who did some character designs for us, and will hopefully do some more as we progress. Yet I feel that the "basic theory" of most sports is still a pretty unexplored domain by the big sports game studios. (
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Prototype of a beach volleyball game by Julio Nazario. Protospiel conventions are based around prototype board games. Prototypes ranged from paper-and-pencil to full-on Game Crafter $100+ sets.
Sound design, art direction, marketing, you name it. I lean heavily on text for as long as possible, postponing prototyping until it’s absolutely necessary. This isn’t a truly solo project, as I’ve had some contractors help out immensely in concept art, sound, and on the PR front.” And the biggest pitfalls?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. I’m able to provide specific advice to new game devs on very particular areas of development. That was fine for getting the ball rolling, but now that the physical prototype has arrived, that changes things.
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.
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?
The game is developed by Californian solo dev Michael Cosio, working under the name of Tainted Pact. Being a horror game dev, Cosio draws inspiration from other movies, games and stories in that genre. Being mainly a horror game developer I draw a lot of inspiration from other works of art from that genre.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Last week in the Dev Diary, I talked about how board game development is a long, ongoing process with a lot of different stages. In my case, I’m waiting on James to finish up art for his last project.
This also meant we had less dev time to fix bugs or optimize performance. In the end we’d rather tone down some of our more ambitious features to get acceptable performance, and deliver a bug-free and polished release to our players.” “Ricky has his own unique art style that he brought into the process.”
It takes a lot of energy and when you’re deep into the creative process, programming and making art, it’s inhumanly hard to find the time and motivation to promote your game. People who follow indie/solo devs on social media tend to be really nice and positive, but even so it takes a lot of effort.”
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. A lot of people, left to their own devices will use the pernicious myth of “I need to play more games” to defend their game dev procrastination. If you’re an aspiring game dev, avoid snobbery.
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.
In the end, I paid to create an entire game with high-value art before going to Kickstarter to get manufacturing costs covered. which was expensive because it was a six-deck game instead of a one-deck game with 300 original pieces of art. out of pocket with 300 pieces of original art. Me, developing War Co. ” Maybe.
They commission art, proofread, and play-test. Game design and play-testing take up more time than nearly anything else except for possibly manufacturing and commissioning art. The post Board Game Designer vs. Developer vs. Publisher appeared first on Brandon the Game Dev. Developers bring the game to life.
Fun Dog Studios was founded when a team of 30 veteran devs came together to build their own dream game. Jeff G (Design Director Jeff Gregg ) is not a talker, he will go into the game and make an idea a prototype reality, and the art team will go from rough concept, to hands on in the map to make damn sure it kicks as much ass as possible.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. It still needs some art and I’ll want to do lots of double-blind play-testing. Highways & Byways is going to be ready for double blind play-testing as soon as I get some vehicle art. Click here.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. We’re doing rapid prototyping. The board art will be used for other parts of the game – so this is a high value-per-cost thing to go ahead and knock out.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. I wait until I have all the art assets I need. That’s not necessarily good or bad, but it’s something game devs need to be wary of. All art is done. Click here. Shocker, shocker.
Commissioning art can be one of the most daunting parts of the game development process. I am a Freelance Illustrator and a student of Animation at the Savannah College of Art and Design. Brandon: What kind of information does a game developer need to provide in order for you to create art? James: I’m James Masino.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Don’t believe a dev who says “I’ve never wanted to flip the table because of some useless play-testing feedback.” James has delivered some card art templates. Click here.
Drama aside, it truly is difficult at first because you have to identify reviewers, send prototypes, make sure your game is ready enough, cross your fingers, and hope they like it. You can give it gorgeous art. You can keep a dev diary. appeared first on Brandon the Game Dev. 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. This is unusual for most game devs, I think. Brandon: How I imagine teams as a solo dev. Advice for New Game Devs.
I have prototypes of the game going back a few years, but I started really working on this iteration in November 2024. Ive gotten more comfortable with the features and workflow now, so Godot was the first tool I reached for when I started prototyping my museum! Its also my first real 3D game. The museum can be visited in VR.
For board games, that means you have to account for… The time spent designing and developing the game, gathering art, building an audience, campaigning, fulfilling, and shipping the game. Write down all the costs that come with developing a game, such as art, marketing, samples, and taxes. Let me know in the comments below.
You go get the art. Publishers handle the marketing, the selling, and often they cover the art, too. You have to spend money making a nice prototype for publishers, sure, but you don’t have to get deep into the behind-the-scenes business processes. Key Takeaways for Game Devs. You do the game development.
There's been some game dev twittering about Unity vs. Unreal lately. This is important during the second half of a game dev cycle, when game making becomes a terrible slog -- when your game randomly crashes on Nintendo Switch for some reason and you have to figure out why but you're already so so tired.
In his first year, he initiated a tech startup with the idea of creating a digital marketplace for African artists and facilitating global art sales. In 2021, Kunta Content won at the Africa Game Dev program, a game development training initiative sponsored by Epic MegaGrants and run by NetInfo. It’s a long one.
As far as the expenses that come with getting a game started, namely art and prototyping, there is a good chance the publisher will take care of that for you. Instead of going to Kickstarter for funds, you get the art, manufacturing, and other setup bills paid by your own equity and/or a traditional bank loan.
It was founded in 2018, and is Africa’s first annual Indie Games & Immersive Arts festival and conference. So, we use a model where we pay people 10,000 Rand to create a playable prototype in two weeks. This allows others to donate and help more people prototype. If the public likes it, they can move forward.
How can game devs make reviewers’ lives easier? After several years of experience, I have a formula I like to use for writing: Intro Game rules Brief game description My playthrough experience Art Issues Conclusion, including Kickstarter or store links. How can game devs make reviewers’ lives easier? What do reviewers do?
If you’re a designer seeking a publisher, you will essentially need a solid prototype, a great sales sheet, and an awesome pitch. That said, I got an early start on Byways art, so maybe I don’t even follow my own advice. I started getting Highways & Byways art as soon as the map was done. Finding Artists.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Artwork: Let’s say you create great art specs and break discrete parts of the game up between artists. It looks like I’ll be getting the prototype game in the mail today! Click here.
We then paste our art into their files and make sure everything lines up. Another minor issue that we resolved shortly after receiving our first Tasty Humans prototype was ink oversaturation on the box and the rules. The post How We Printed the Tasty Humans Board Game Kickstarter appeared first on Brandon the Game Dev.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. 2: I did not order a prototype prior to manufacturing from the same company that printed. 8: I did not finish the box art before the campaign. I was posting cool sci-fi art and corporate satire.
This can include creating shaders, working on the pipeline to keep assets within technical constraints, or any number of other roles involving art and programming. Prototype Artist - an art generalist who specializes in putting together usable art for a game prototype.
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.
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