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Death by Scrolling

Grumpy Gamer

Monkey Island ended and I started working on a new game I dubbed “RPGTBD” It was a classic Zelda-like pixel art RPG and was a lot of fun. But I had all this wonderful art and a nice quest and exploration system from RPGTBD it felt odd to let them go to waste. I shared the prototype with Elissa and she really liked it.

Pixel 182
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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery. Complex feature The core concept of worlds within worlds was the first feature prototyped for Cocoon, undergoing substantial improvement and iteration.

Puzzle 257
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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. His design process is highly iterative, starting with loose ideas and evolving through sketches, prototyping, and constant refinement. he says, describing the core inspiration for Katanaut.

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Gatera Studio’s ANTRO turns beats into gameplay

PreMortem.Games

The game follows Nittch, a courier rebelling against La Cpula, a totalitarian government that censors art, music and freedom of speech. Create a barebones prototype of your game, only with the most essential features for it to work. For each week you need to create the prototype, you will need a year to finish the whole game.

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Fruit Ninja-creator Luke Muscat on the highs and lows of solo development “I’m just super motivated” 

PreMortem.Games

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. Muscat decided, I want to have done that at least once.

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Tell Your Artist What You Want – Making Good Art Specs

Brand Game Development

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. .” Art from my first game, War Co. Art is also one of the only tools handled by someone other than the game developer.

Art 100
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The Art of the Paper Test: Catching Accessibility Issues Early

Brand Game Development

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. If you do this, you want to find it early and nip it in the bud BEFORE you go out of your way to find play testers or commission art.

Art 100