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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. Ive always loved creating things, and game development felt like the perfect mix of art, storytelling, and problem-solving. Why did you become a solo developer? Whats your creative process?

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Two brothers behind MystiveDev build bodycam survival-horror Chasmal Fear

PreMortem.Games

My brother Zhanko does the programming part, while my stronger side is 3D art and level design”, explains Bobby Mojsovski. The collaboration extends to game mechanics and gameplay loops, where player feedback plays a crucial role in shaping the final product.

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Cash ‘n Guns: Making a Game Physical

Brand Game Development

Prior to becoming a game developer, I was an art thief. I pawned off all my art under a fake name at several pawn shops in a different state each time. I used the funds to pay James Masino to draw the art for War Co. You have a limited amount of bullets (“Bang”) and blanks (“Click”).

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Fly into the unknown with Void Sails by Ticking Clock Games: “We’re self-funding our debut”

PreMortem.Games

According to Carlos Casals , 3D Artist and Co-founder of Ticking Clock Games, “We were throwing around all sorts of mechanics and game genres, but we kept coming back to one image; a flying ship.” The seed for Void Sails was planted during one of the team’s early brainstorming sessions. So, really it was a no-brainer!”

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4 Things to Expect on the First Play-Test of a New Board Game

Brand Game Development

Click here. Only after your game is functional and has a few mechanics and rules do I recommend bringing in play-testers. This is what you can expect before you reach that point. Early play-testing feels more like science than art. I chase functionality, theme-mechanic unity , and smoothness of experience.

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Player choice is key in Bohemian Pulp’s debut game Let Bions Be Bygones

PreMortem.Games

With my artistic background, I focused less on programming and mechanics, and more on storytelling and visuals.” The game’s graphics showcase a distinctive fusion of modern 3D visuals with a nostalgic pixel-art look. The turning point came when I experimented with adding normal maps to 2D graphics” he says.

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7 Subtle Player Behaviors You Should Notice When Play-Testing

Brand Game Development

Click here – it will take you right to the updates at the bottom of the page. In the wee hours of the morning last Friday night, James Masino delivered the first serious draft of Highways & Byways board art. James Masino delivered board art. Just here for Highway s & Byways updates? It gets old fast.