Remove Art Remove Fantasy Remove Mechanics
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The gorgeous visuals of Bionic Bay that Juhana Myllys calls Painterly Pixel Art

PreMortem.Games

The game started as a demo shown on Reddit, but picked up momentum when Badland art director Juhana Myllys offered to mix and match his distinct artwork with the gameplay. I thought that the core mechanic in this 2D game was extraordinary, so I contacted the developers. So, he wanted to be experimental and try something new. “I

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My Final Fantasy 16 Review

Keith Burgun

Over the last few years, I have went through a lot of the Final Fantasy series. I have recently beat 5, 9, 10, 13, 13-2, Remake and Rebirth (which I reviewed here), and I also played a lot of almost every other non-MMO mainline entry in the series (in the distant past I have also beaten final fantasies 1, 4, 6, and 7), plus direct sequels.

Fantasy 105
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Game art vs game design: What is the difference?

Logic Simplified

Since most of us are unaware of the process of creating a game, we usually confuse game design and game art as being the same. In this blog, we will discuss the difference between game art vs game design and how each plays a unique role in game development. What is the difference between game art vs game design?

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Passion isn’t a Pitch and 6 Other Ways to Misunderstand Board Game Kickstarter as a Marketplace

Brand Game Development

Good games have clever themes and mechanics. If people like sci-fi and fantasy, you give them sci-fi and fantasy. Even something as ideal for Kickstarter as a $20 fantasy worker placement small box game needs something to catch people’s eyes. It could be great components, a unique rule, or really special art.

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Tasty Humans: How Our Board Game Raised $20,536 on Kickstarter

Brand Game Development

It’s a puzzle-solving, tile placement board game for 1-4 players where you play as a fantasy monster who’s hungry for villagers. To sell in this awfully noisy, competitive board gaming environment, you have to have mechanics and art that people really enjoy. On the note of mechanics, we were really lucky.

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Solo dev Mario Malagrino “The psychological pressure is the worst part of game development”

PreMortem.Games

As an artist, I see games as works of art, not just as interactive entertainment. I sketch many times, not only my concept art but even game mechanics. Additionally, I love fantasy movies, which is why the entire game is themed around a fantasy world.” It’s a new way to make art.

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Biomorph by Lucid Dream Studio innovates the Metroidvania genre 

PreMortem.Games

So when we really enjoyed the hat-throwing mechanic found in Mario Odyssee, we asked ourselves if that particular mechanic of taking over an enemy existed in a Metroidvania. Our vision was to blend the fantastical Ghibli-universe with the monstrous sci-fantasy ambiance of the 1970s”, explains Berriche. And it works great!”,

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