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Feral Cat Den is pushing the audio-visual boundaries of games with Nirvana Noir

PreMortem.Games

Our visual style comes from our background in motion graphics,” says Evan Anthony , Co-founder and Creative Lead at Feral Cat Den. This field of visual art emphasizes abstraction and graphic design to compress storytelling into quick digestible and fun chunks.” Our first game, Genesis Noir, released with its fair share of bugs.

Art 138
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

RimWorld is balanced around sitting on a single map, with everything easily accessible. 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.

Dev 104
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Three Minutes to Eight developer Chaosmonger Studio “Multiple stories moving parallel”

PreMortem.Games

Chaosmonger Studios , based in Tallinn, Estonia, is a multimedia production company specializing in everything from documentaries, science fiction films and animations to music video, graphic design and video games. The game is balanced on a multitude of variables, events, triggers, put together like a house of cards.

Pixel 211
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Guaranteeing First-Time Console Submission Success: Myth or Possibility? 

iXie gaming

Functional Testing Beyond Basics: Ensuring Core Game Mechanics Perform as Expected Functional testing goes beyond identifying bugs; it verifies that every game feature aligns with the console’s performance standards. Common failure points include issues with frame rates, UI compliance, save data management, and connectivity bugs.

Console 52
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

RimWorld is balanced around sitting on a single map, with everything easily accessible. This also meant we had less dev time to fix bugs or optimize performance. We had to work around some of these bugs and limitations, but they were minor issues overall.” Interacting with the wider world is entirely optional.

Dev 118
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Unique blend of genres in haunting fishing adventure Dredge by Black Salt Games

PreMortem.Games

Delightfully eerie world Development on Dredge began shortly after and took roughly two years to complete, with the last six months mostly focused on balancing, bug fixing and other tweaks. At first glance the graphics appear simple and colorful, but there’s a lot of subtlety in the effects and use of light and dark.

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Unique blend of genres in haunting fishing adventure Dredge by Black Salt Games

PreMortem.Games

Delightfully eerie world Development on Dredge began shortly after and took roughly two years to complete, with the last six months mostly focused on balancing, bug fixing and other tweaks. At first glance the graphics appear simple and colorful, but there’s a lot of subtlety in the effects and use of light and dark.