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Still, Nowell strives to maintain a healthy work-life balance. Financial success Solo dev Tuomas Auronen , operating under the name Redbeak Games , looks pretty relieved three days after the launch of his game Mortal Glory 2. The game is developed by Californian solo dev Michael Cosio, working under the name of Tainted Pact.
Welcome to Dean Gichukie ‘s world, where history comes alive through Kunta Content. The Kunta Content team Dean’s creative journey began at age 8 when he started drawing and painting. Dean recently returned from France, where Kunta Content clinched a prestigious award in the gaming category at the Creation Africa Forum.
Solo dev Graham Reid: “Being part of a like-minded community is really important” Young Dutch indie developer Lente is something of a free spirit. Solo dev Lente lives and works on a boat and that shows in her game Spilled! Despite being a solo dev all that time, he never really struggled with his motivation. “I
That’s the purpose of the Dev Diary. I want you to see the specific challenges game devs encounter and conquer. I have only a few days of content up, but you’ll like what I’ve got so far. The post Dev Diary: 03/17/17 appeared first on Brandon the Game Dev. Are you into travel?
Creating rewards that players want is the point - we want to make content players want to engage with. It's always a delicate balancing act between monetization, player engagement, player frustration, and the particular exclusivity to drive that engagement.
Between one job and another I always tried to include some type of content related to games. Finally, maintain a healthy balance between work and rest. The post Solo dev Diego Ras of Raccoo Venture “Everything starts with paper and pencil” appeared first on PreMortem Games.
Much like my old staple How to Get Big on Twitter as a Board Game Dev , I’ll be covering everything you need to know to get started on Facebook as a board game developer. New game devs: don’t write off Facebook because it’s expensive. Making Early Content. The first is what I call Content Mix.
There would be an almost infinite amount of awesome content. Intricate mechanics The dev team faced two major challenges when translating the physical act of climbing to gameplay mechanics: replicating the intricate mechanics of grip, support, weight, and motion, and ensuring user-friendliness.
You’ll be asked to enter the following: List Name – I use Brandon the Game Dev Newsletter. You’ll very soon be receiving updates from Brandon the Game Dev. Everything else is extra, so you have to strike this subtle balance. Help content creators. Short and descriptive. More personal that way.
I am thrilled that many of you enjoyed Setting Up Social Media as a Board Game Dev: A Primer Course. Getting Started Getting Noticed Refining Your Approach Using Twitter for More than Just Tweeting Key Takeaways for Game Devs. The first is what I call Content Mix. You have strike a balance. What is Twitter Good For?
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.
In 2020, he was joined by his wife, Gorokhova Rita, who took on the role of 3D modeler and content lead. Click in my heart Selfloss stands out visually with a style that balances elegance with a folkloric, almost storybook quality. Later, Dmitriy Nakhabin, a former student of Khoroshavin’s joined the team.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. The Overview could be an actual overview paragraph, a summary section, a Table of Contents, a list of blog articles, or the abstract of an academic article. Key Takeaways for Game Devs.
Our overall goal with these balance updates isn’t necessarily to achieve perfectly balanced matchups. It isn’t even to achieve game balance that is “good enough”. The real purpose of balance updates is to keep the game interesting to the community so they want to keep playing it.
Make sure you have a basic sense of balance and no runaway leaders. Bonus content: a list of all the completion criteria in this article. Basic balance. appeared first on Brandon the Game Dev. .” Q: How does that apply to board games? A: First, strip out all obstacles to immersion. Remove obstacles to immersion.
I’m most proud of the game’s extensive content and numerous interlocking systems”, Ryding continues. This lean asset pipeline allows me to quickly create and iterate on new art and models, which is crucial for small dev teams.” I plan to support and expand the game for years to come.” “I’m
In 2023 this increase in content cadence doesnt seem to have any positive effect on the games revenue that continues to slide until late 2023 when the marketing is turned on to 11. Spark: The Brutal Bootcamp for Game Devs Supercell knows its new game development is too slow , so enter Spark , a high-stakes incubator designed to fix that.
Not only does it help your team manage the workload, but it means you can roll out more content to keep your players engaged later. And many of the regular tricks that devs use to save on rendering costs are lost when building VR games. VR takes double the time and double the tech VR is much more demanding.
We've found that the sweet spot for the quality, quantity, and pace of content we can deliver (and also for our financials) is usually a content patch every three months. This way we provide enough content at once that players won't burn through it within moments, while still avoiding crunch and burnout behind the scenes.
Even former mainstays like Nintendo titles and Grand Theft Auto have embraced paid DLC, ongoing content drops, and a live service model. Call of Duty's annual release) with regular content updates alongside battle passes, cosmetics, and microtransactions. Everything else is basically a live service or approximates a live service (e.g.
As promised, to celebrate the release of the iOS and Google Play version of Game Dev Tycoon, we’ve now updated the Desktop versions of the game. We felt that the un-modded game lacked a few core topics that prevented players from re-making their favorite game in Game Dev Tycoon. Added: Translations of new content.
This article is part of the game-dev advice newsletter Levelling the Playing Field by Rami Ismail. Well known indie dev ( Vlambeer ) Rami Ismail developed a ready-made pitch template , with the help of several indie studios of all sizes, and professionals working at two dozen publishers.
This is by design, an underpowered new offering is easy for players to ignore and we don't waste resources making post-launch content nobody wants. We want players to keep playing the game and that's only going to happen if the content we add, both paid and free, is compelling.
” One concern raised during the conversation was the use of copyrighted material in AI-generated content, as seen with AI models like DALL-E and StyleGAN. ” In terms of legality, Chaumette expressed that large companies like Disney and Epic Games might not see AI-generated content as a threat, as it is not copyrightable. .”
If Game A and Game B were the exact same in terms of content and quality , people would prefer Game A. Make sure the balance is right. The post How to Keep Up Your Board Game Kickstarter’s Momentum with Stretch Goals appeared first on Brandon the Game Dev. It sounds more impressive. It’s a matter of framing.
I also work with indie dev companies on a more casual level discussing challenges, goals and brainstorming solutions. Chad: With blogging, the content often comes across in an informal, personal tone. You want to strike a balance between being specific and deliberate, but also human and approachable when writing rule books.
While playing against better players usually increases skill level over time, it must be balanced against the frustration of that play experience or players on the losing end won't want to come back for more. From the developer perspective, we want players to keep playing the game so that we can keep paying the bills and making more content.
WE SHOULD ALL DO THIS / STEAL THIS: Dev-owned wiki. The dev team "SureAI" operates the official Endreal strategy guide and lore wiki. Dense narrow spaces = too much content packed together and repetitive encounters. this is better to sell" and this tips that balance too much toward the latter. Anyway, here's my notes.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! This success highlights their ability to generate revenue through a balanced mix of IAP and ads. This balance creates a flexible business model that thrives in today's competitive puzzle market.
CASHING OUT: The actual Stars balance a game publisher earns can be reinvested in ads promoting the app , which in theory cuts out a lot of the “middle man” costs necessary for a publisher to pay in standard mobile gaming. Graphics may be relatively simplistic but every moment has to be ‘perfect.’
ALT Feedback is different from content. We’re not taking content (or specific ideas for content) that the users created and incorporating that into the game. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ.
Nobody Stripmines An Idea As Well As Indie Devs Do The history… Vampire Survivors entered early access in December, 2021. Its creator hired a bunch of staff, and they've been releasing bunches of new content. However, the weapons aren't balanced well. Brotato has a great design. I recommend it. Some of it very cheap DLC.
I think that every game release, Pokemon or no, is a delicate balancing act between adding enough new and engaging content and polishing the experience enough to reduce overall player frustration to manageable levels. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
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.
You can also find lots of them for free on the GDC Youtube channel ; Invest your money in building your game dev skills and portfolio at a reputable school with a vibrant community (like CG Spectrum!). As we know, changes in our industry are gradually being made to provide a safer and more balanced environment for everyone in this industry.
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.
Passes can generate different player experiences, follow a different balance, and emphasize different components depending on the genre and audience. It’s also important to understand that Passes are not a straightforward feature to balance that can be applied to any game without risks. Enjoy from the links below.
First here’s our yearly dev collage showing off in visual form some of the progress and work since our last review, version 2022! In addition to lots of new content and strategic possibilities, the Garrison expansion even added a whole new faction system. Read more about its design here on the blog. So we’re done, right?
. “We’ve definitely just had a return to the office here… But the icing on the cake there is that we did have to return to the office this week, but we’re onto a four-day work week, which is great,” he says, providing a glimpse into the evolving work-life balance within the gaming sphere.
. “We’ve definitely just had a return to the office here… But the icing on the cake there is that we did have to return to the office this week, but we’re onto a four-day work week, which is great,” he says, providing a glimpse into the evolving work-life balance within the gaming sphere.
If you balance things right, the choice isn’t always obvious and will depend on evaluating other factors at the time of the choice. That information comes from the content and context we create - we need to provide that information to the player via our implementation. That’s what makes it interesting. What is the FANTa project?
It becomes a delicate balancing act, especially when you’re talking about the possibility of a save game import. This means that they’ll never see any of the additional content that we spend development budget on acknowledging from a save game import. How many possible outcomes need to be acknowledged? Anything else is icing.
The amount of content variety offered by the original Garrison design was more suited to a lower visitation rate, not the “I’m going to play almost my entire run inside these things” which it had become for some people. Sample Garrison content list from Beta 11. It’d sure be nice to resolve that!
Understanding players and marketability have also become more important, leading to larger companies increasingly building content fortresses – in which they acquire a user and move them between games in their portfolio. Mobile gaming megatrends Eric Seufert, Mobile Dev Memo.
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