Remove Balance Remove Concepts Remove Point and Click
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How To Play-Test the Rules of Your Board Game

Brand Game Development

Click this picture for some backstory! 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. Where in an MMORPG world, that concept is very straightforward. Many people were confused.

Mechanics 130
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8 Signs Your Game is Ready for Blind Play-Testing

Brand Game Development

Click here – it will take you right to the updates at the bottom of the page. Highways & Byways is ready for blind play-testing, and I’ll be spending this weekend setting up a plan on how I’m going to coordinate testing from this point forward. Period, point blank. Need help on your board game?

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Passionate Resilience: The Rise of Pineapple on Pizza Studios with Kushal Sithlu

PreMortem.Games

His turning point came in 2019 at Comic Con Africa, where he discovered a Game Design degree at Wits University’s stand. “I Once I started programming, the logic just clicked. Concept art for upcoming game Moya Sithlu and his family moved to Durban from East London when he was in grade 10. It was like a rhythm I loved.

Studios 129
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The Difference Between a Logline, Synopsis, and Treatment

Filmustage

The logline delivers the core concept in just one sentence. A well-crafted treatment becomes the blueprint that changes a concept into a viable screen project. Writers balance detailed scene descriptions with engaging narrative flow , ensuring every element serves the story's core purpose.

Writing 52
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How to Create a Shooting Schedule for an Indie Film

Filmustage

From Breakdown and Scheduling to Budget in Clicks Save time, cut costs, and let Filmustages AI handle the heavy lifting all in a single day. Essential Scheduling Terms and Concepts Indie filmmakers need to know specific terms to direct the scheduling process better. Let's tuck in! Indie filmmakers often handle multiple roles at once.

Film 52
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Kyzrati’s Game Design Philosophy

Grid Sage Games

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.

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Is your baby ugly? We took ours out to find out.

Rindoku

Gabriel Tanko – Concept and 2D Art. Still too much clicking required. The game still requires constant clicking, even more than Diablo, and this is something we’ll have to solve. This dapper fellow thinks there’s too much clicking. At some point we even had them painted in bright fuchsia. Yeah… no luck.