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After the loss of my father, I began working on the Bob project and realized that the story and concept had been with me for years, he says. Still, Nowell strives to maintain a healthy work-life balance. The game is developed by Californian solo dev Michael Cosio, working under the name of Tainted Pact. So what went wrong?
They are the guardians of balance in the mystical creatures’ realm. The concept for The Last Three stems from Putnais fascination with resilience and the complexities of human relationships. Its his second game after the release of his debut, Bob A Thousand Lives , which he developed in his forties.
And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. Something I want to feel in a game rather than a structured concept. The toll on mental health can be quite high for solo devs. When you hit a roadblock, theres no teammate to bounce ideas off of or push you forward.
What started as a simple concept quickly turned into a game that challenges players with a mix of strategic depth and risk-reward mechanics. Solo devs have to be generalists, and that’s not for everyone”. I think this helps with keeping game dev burnout at bay.” And if you like your team (you should like your team!),
Reflecting on the game’s core concept, Khoroshavin shares, “The very first idea was that I want to make a game about an old protagonist that can traverse via boat. Click in my heart Selfloss stands out visually with a style that balances elegance with a folkloric, almost storybook quality. From there it grew into something much more.”
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.
He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. But for me it might be different than for other solo devs. This is never a good thing.”
Staying motivated isn’t hard at all for the solo dev. “It But the morale and quality of life it can bring can be quite motivating, balancing & inspiring – if not all the above.” Overall, I call this process ‘Idea-smithing’ and with it I have crafted features, spells, stories and entire game concepts. Manage marketing.
A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” ” Rules are really tricky to do right because you have to serve two purposes: balance the game and communicate clearly. Making Balanced & Clear Rules. Rules vs. Rulebooks. Avoid false choices!
In this article we are going to explore several ways to use the open source HAProxy load balancer in conjunction with SFS2X , to increase the scalability and availability of a multiplayer project. Round robin Load Balancing. After a few seconds the load balancer should be up and running. Introducing HAProxy. no-tls-tickets.
I extensively use examples to explain the trickiest concepts. It’s a tough balance. Yet if you strike this balance, the reward is precious: you can prime a player’s experience. appeared first on Brandon the Game Dev. Context can also include examples of gameplay. In my own game, War Co. , In the War Co.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. To me, a mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance. Key Takeaways for Game Devs. Just here for Highways & Byways updates?
This is to make sure the game is – on some fundamental level – balanced. Brandon: Later, once you start doing private testing, a lot of balance issues start coming out of the rules. Sean: I ended up resorting to a concept of taking MMORPG concepts and placing them into this D20 world.
Nicola Piovesan remembers how he created the concept in a semi-hypnagogic state right before falling asleep. “I The game is balanced on a multitude of variables, events, triggers, put together like a house of cards. There is not just one right path as the game features multiple endings, with randomized elements and unique events.
“It’s clear that simulation, as both a genre and concept, is far more popular in VR than in Console and PC games. And many of the regular tricks that devs use to save on rendering costs are lost when building VR games. “It It’s also defined a bit differently. VR takes double the time and double the tech VR is much more demanding.
Hello, and welcome back to another issue of the Kristala game dev blog! Stay tuned at the end of this dev blog to get a peek at all the progress we've made on Kristala in the last 12 months. But first, let's dive into what the dev team has been up to over the course of the last sprint. 3D Asset Design. Check it out! Programming.
The following excerpt is from Games Speak through Mechanics, Not Rules (Dev Diary: 04/28/17). To me, a mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance. The post 5 Levels of Communication through Game Development appeared first on Brandon the Game Dev.
Pandemic blows the minds of a lot of new gamers because it’s often the game that introduces the concept of cooperative board game play. There’s a lot of factors to balance, and communicating with your team for long enough to coordinate actions is critical. That alone is enough to make it special, but it’s no one-trick pony.
Left: the original concept art for the logo, right: the final logo. Balancing their vision with the realities of indie development has been a constant challenge for Oppolyon Studio, particularly when it comes to managing burnout. Isaac Iozzi and his partner Rebecca Haller-Trost have always dreamed of starting an indie studio.
The core engine is the bare minimum set of mechanics and concepts you need to have a functioning (but not necessarily fun) game. I’ve listened to so many designers describe how through play-testing, a game came out dramatically different then their initial concept because the new version was more fun.
I also work with indie dev companies on a more casual level discussing challenges, goals and brainstorming solutions. You want to strike a balance between being specific and deliberate, but also human and approachable when writing rule books. This provides a three-pronged approach to getting balanced feedback on the writing.
Finding the balance is difficult, and I think many creatives lean too much into the former category. “Do I care about the basic concept of the game?” The post 3 Signs It’s Time to Quit Working a Board Game Design Idea 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. Self-testing was my primary form of testing in the first and second versions of the game, when I wasn’t even sure if some of the core concepts would work. Just here for Highway s & Byways updates?
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.
It’s a tough balancing act! The post Board Game Fulfillment & Why it Matters on Day 1 of Game Development appeared first on Brandon the Game Dev. But today, this guest post by Michael of Fulfillrite will explain why you should think about board game fulfillment on day 1 on game development. Need help on your board game?
The pawn is a shitshow of clumsy balance changes. That would already have me going back to the drawing board of a game concept to see if there’s a more elegant way of hitting the design goals. Stalemate is a wildly stupid concept. And it’s pawn movement you chose to patch? That’s not it!
As the conversation progressed, the trio delved into the challenges of finding a balance between creativity and management, a common struggle for game developers and company founders alike. Their experiences highlight the critical balance between leveraging personal skills and outsourcing areas outside one’s expertise.
I want to expand on that because I thought that it would make for a good central design concept post - what does it mean for a player to make a choice that is interesting? Choosing a character can be interesting if the characters are reasonably balanced. As a designer, how do I provide interesting choices to the player?
Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. and I think this balance tuning is intentional. So I think they got this balance right, even if I whine about it. no mind control) only 5 powers (+1 PvP only power).
Once you craft the basic concepts of your game and find the right mechanics to express them , you have to set rules. In the end, I tried to strike a balance between having mostly positional scoring effects but including universal effects. 2) appeared first on Brandon the Game Dev. So how do you do it?
After months of toiling in a secluded attic, the last weeks of which were particularly grueling, we finally took Second Hand to its first public showings: first to Dev-Play in Bucharest and shortly thereafter to Clujotronic in our very own Cluj. It was scary, thrilling, amazing and… we won the Dev-Play Indie Pitch! Color me excited!
I want to expand on that because I thought that it would make for a good central design concept post - what does it mean for a player to make a choice that is interesting? Choosing a character can be interesting if the characters are reasonably balanced. As a designer, how do I provide interesting choices to the player?
Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Alien Artifacts. Exiles Prototypes.
Recently a player asked me a question regarding my game balance philosophy, and while I can often respond to queries by pointing to some previous article, despite all my writing and no doubt occasionally touching on related topics, I had yet to explicitly do any sort of summary of the philosophy behind my gamedev work. Difficulty.
As companies, developers, and stakeholders navigate this maze, the hope remains that the industry will find a balance that champions both productivity and the well-being of its workforce. In an age where rapid technological advancements meet traditional work norms, the game development industry stands at a crossroads.
AI in Art: Balancing Creativity and Ethics In the realm of digital art, AI technology is stirring up a mix of excitement and controversy. It remains to be seen how the legal landscape will evolve in response to AI-generated content and the concerns of artists and content creators.
The conversation shifted from the nuances of game development to the larger, looming concept of the “metaverse.” With it comes the challenging balance between financial backing and creative control. I sat down with John Krajewski , the man behind the unique and forward-thinking game, Eco.
As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them. In fact I have two new concepts for teleportation tech, which is kinda funny because of how they evolved out of the same idea.
might be more ideal from a size and visual balance perspective, but doubling is more feasible for retaining the actual aesthetics, both in terms of cell alignment and pixel accuracy, and might also provide us with other benefits later. Something in between 1.0x
The concept of early access became a pivotal aspect of 1 Simple Game ’s strategy, allowing them to integrate community feedback early in the development process. In discussions at conferences and workshops, he shared his insights with aspiring developers, emphasizing the importance of balancing passion with practicality.
There may be something true to those statements which, I guess, is the reason why now devs have allowed the Hero to move once per match. While an interesting concept, on the original release they felt a bit pointless and lacked visibility, as they were linked to specific boards that appeared based on the Trophy Road progression.
“I loved the concepts, the design. ” He subtly points to the age-old debate about work-life balance and the perceived differences between American and European professional cultures. The transition, however, was not without challenges. They’re not locked in right out of college.”
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! Successful games strike a delicate balance by offering a mix of high and low-stakes rewards to keep players engaged consistently. With a knack for puzzle, arcade, and simulation games.
The above samples show encounters added to a variety of Garrison layouts, highlighted with a dev visualization overlay. Of course this change comes with significant balance repercussions, which we’ll cover when we get to discussing that topic further below. Some concepts: More enemies could show up?
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