This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
I believe in keeping a good work life balance. Also, making a plan early on and sticking to that plan helps a lot.” “Similarly to staying motivated, I feel it’s very important to keep a good work life balance. Thinking about those ideas and how I could come up with my own spin or tell my own story with similar mechanics.
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.
Balancing the rewards and demands of solo game development has been a significant part of Crumbaker’s journey. “I would say the largest advantage is having full control of the creative process and obviously not splitting the revenue with other devs.” The toll on your mental health can be quite high for solo devs.
The eight types of cards are elegantly balanced by short-term vs. long-term value. This game is excellent for teaching one of the fundamental lessons of game design balance: developing a trade-off. The post Love Letter: Elegantly Balancing a Game appeared first on Brandon the Game Dev.
Spanish solo dev Daniel Manzano (aka Dr. Kucho !) Something that seems to offer a challenge, but is actually a perfectly balanced system so that no one ever feels frustrated. The post Solo dev Dr.Kucho fights for true video games: “People play guided tours now” appeared first on PreMortem Games. likes working alone.
“Solo and tiny dev teams have a lot of superpowers, but we have some weaknesses too”, he explains. Here Below is an attempt to pool resources between small devs. You can be a solo dev, but you need the right partners to push your project forward.” I’m not a solo dev. I try to keep a balanced life.
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. The post Ascent of Ashes dev switches to Godot halfway development Not as chaotic as Unity appeared first on PreMortem Games.
They are the guardians of balance in the mystical creatures’ realm. Its his second game after the release of his debut, Bob A Thousand Lives , which he developed in his forties. The Last Three is a game about the last stone tiger family that lives deep in a magical forest.
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. This early data will give me a sense of how the game needs to be structured and at what levels its objectives need to be set in order to be balanced. I talk a lot about game development on this blog.
Despite being a solo dev all that time, he never really struggled with his motivation. “I It’s very easy to let development as a solo developer take over your entire life and it is very hard to achieve work life balance, because the progress of the game depends on you and only you.” And the biggest pitfalls?
One thing I do to try and balance this out a little is work in an office one day a week. Now you went through a complete cycle of developing and publishing a game by yourself, what are your thoughts on solo dev-ing? Solo dev was everything I had imagined and more. The toll on your mental health can be quite high as a solo dev.
Despite being a solo dev all that time, he never really struggled with his motivation. “I It’s very easy to let development as a solo developer take over your entire life and it is very hard to achieve work life balance, because the progress of the game depends on you and only you.” And the biggest pitfalls?
The toll on your mental health can be quite high for a solo dev. It can affect your mental health, but I try to find balance between life and work. Sometimes the game can take over that balance, but it is what it is. How do you deal with that? “I I don’t really have a secret formula for dealing with mental health issues.
And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. The toll on mental health can be quite high for solo devs. Theres no safety net, no one to delegate tasks to, and its easy to get stuck in your own head. Motivation can also be tricky. Whats your creative process?
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! This approach allows them to integrate the feature more seamlessly into their existing game mechanics and maintain the delicate balance that keeps their players engaged. Take Candy Crush Saga , for example.
It's always a delicate balancing act between monetization, player engagement, player frustration, and the particular exclusivity to drive that engagement. I understand the frustration of wanting a reward but not wanting to engage with the gameplay (or spending) to obtain those rewards.
Solo devs have to be generalists, and that’s not for everyone”. I think this helps with keeping game dev burnout at bay.” On balance I’d rather work in a great team with people I get on well with rather than alone, for me it’s more fun that way.” The toll on your mental health can be quite high for solo devs.
I made a few J2ME games as a solo dev and also collaborated on a couple with another solo dev -which did ok- but I mostly got by with contract work.” I saw someone else mention a work life balance and being a solo dev can become all consuming. For now the journey feels like it’s come to an end as a solo dev.
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. Understand that moments of slowdown and fatigue are natural during the process, and that’s okay!
Thanks to skill-based matchmaking and ranking systems, the players get dispersed into their different skill buckets where matches tend to be more balanced and less lopsided, which also makes killstreaks less common. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
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.
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.
It is hard to balance something deep and meaningful with game mechanics while keeping things enjoyable for the player. The post Solo dev Michael Schmidt “Adding spiritual traditions to games is hard” appeared first on PreMortem Games. To Greg Malone , wherever you are, thanks!”
Despite being a solo dev all that time, he never really struggled with his motivation. “I It’s very easy to let development as a solo developer take over your entire life and it is very hard to achieve work life balance, because the progress of the game depends on you and only you.” And the biggest pitfalls?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Don’t believe a dev who says “I’ve never wanted to flip the table because of some useless play-testing feedback.” Just here for Highway s & Byways updates? Click here.
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. You have strike a balance. We’ll get to that in more detail below.
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. You have strike a balance. Key Takeaways for Game Devs. What is Twitter Good For? Talk to them!
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. Short and descriptive. More personal that way. You need an email address for sure.
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. Boogaard: “It was our idea to create an excellent game for interested people, not an okay one for everyone.
Sign up for the GI Daily here to get the biggest news straight to your inbox Today marks the awaited release of indie title Protodroid Delta, a 3D action-platformer from solo dev Adam Kareem. Read more
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. The post Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity” appeared first on PreMortem Games.
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. 14 Rules for Board Game Rules.
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.” Balance your mental health. So for things like these, I take the above steps to counter balance. Why did you become a solo developer?
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.
After releasing the game to the public, the solo dev got a severe case of post-game release depression. I’ve since spoken with and read about this feeling from other devs who have experienced it after release. Since then, I feel like I’ve learned how to balance work and life a bit better.” Why did you become a solo developer?
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Key Takeaways for Game Devs. I moved starting spaces around on the map so they’re more balanced. I broke the hardest roads into two sections for both balance and simplicity.
For me, it’s definitely the lack of time during the day and the challenge of balancing personal life with work. The post Creepy horror game Supernormal by solo dev Hitori De Productions is the start of a series appeared first on PreMortem Games. What are the biggest challenges of working solo? Supernormal is out now on Steam.
People who follow indie/solo devs on social media tend to be really nice and positive, but even so it takes a lot of effort.” Besides these well documented ones, the biggest problem I experienced first hand was balancing the game’s difficulty. Slipstream is available on Steam , Xbox , PlayStation and Switch.
I wanted to make a game completely on my own to balance my professional life as a game developer working with big teams.” are answered in his regularly updated dev blog. Kemppainen explains, “I started this project years and years ago as a creative outlet.
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.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. After all, I’m checking to make sure there are no serious balance issues that come out of repeated plays. ” “I wish I could Photoshop as good as Brandon the Game Dev,” said no one.
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?
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. A lot of the appeal of games is that their secrets are slowly unlocked as players discover more tactics and better strategies. Make it visual.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content