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Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. As a one-person team, he embraces both the creative freedom and the intense challenges that come with solo development.
Josh Salley has always been a big fan of gaming, but thought that game development was out of his reach. “I I just assumed game development involved writing code all day.” Why did you become a solo developer? I never enjoyed programming very much and just assumed game development involved writing code all day.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. The mark of a great game developer is to make great complexity and interaction come out of simple elements. I’ve come up with a theory which I call the Five Levels of Communication through Game Development.
Whether it's a unique gameplay mechanic from an indie title or a groundbreaking event in one of the biggest franchises, developers consistently look to each other to spark creativity and fuel progress. There's always something new to learn, a fresh perspective to consider, or an innovative mechanic to experiment with.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Most board game mechanics will not work as well as you intend them to. Good board game developers need to know when to drop mechanics and when to refine them. Click here. Back to the drawing board!
From mechanics to level design and even the story and visuals, the team has worked to align everything with this focus. Players must carefully balance their actions to avoid suspicion while maximizing their profits, all within the constraints of a turn-based management system. Players have the sharpest eyes of anyone, says Ko.
In the past, hybridization was mainly seen in 4X strategy games that merged with puzzle and idle RPG mechanics , but in recent months this phenomenon has spread to titles of all shapes and sizes across the market – not just the hybrid-casual genre. Mechanically, the mode is relatively similar to Blizzard’s Hearthstone.
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the third of a 19-part suite on board game design and development. Join my community of over 2,000 game developers, artists, and passionate creators. What are game mechanics?
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the fourth of a 19-part suite on board game design and development. Join my community of over 2,000 game developers, artists, and passionate creators. How do you test game mechanics?
But as the story developed, it took on a life of its own. “The balancing of the game between two players,” Olczyk explains. We throw ideas around, different puzzle mechanics, narrative elements and unique interactions,” Olczyk says. “Surprisingly, very few developers are truly exploring it.
There is one area every game designer must focus on to ensure that their games are captivating enough to entertain and provide an impactful experience to the user: game mechanics. When creating a new game, video game mechanics are often considered the most important factor. What are game mechanics? So let’s get started.
Fresh out of school Kaighen Finley started his own web & game development company Team iNtuition. Just to be on the safe side he mainly focused on web development, but his heart was not in it. Why did you become a solo developer? How do you stay motivated through (years of) development? It isn’t a necessity.
German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.
First-time Swedish developer Far Out Games has meticulously crafted a neon-drenched Americana, complete with pink motels, sun-soaked suburbs and classic diners, all ready to be obliterated by you and your unstoppable delivery truck. After all the years of development, Nielsen is still impressed by their own game.
Join my community of over 2,000 game developers, artists, and passionate creators. That’s why I developed a theory which I refer to as the Five Levels of Communication through Game Development. The following excerpt is from Games Speak through Mechanics, Not Rules (Dev Diary: 04/28/17). That’s a mechanic.
Developed by Alexander Khoroshavin (Alex Goodwin) and a small team, the game centers around an elderly healer named Kazimir, who journeys through a whale-worshiping fantasy land to heal his ‘soul wound’. The control mechanics are integral to the gameplay, allowing players to operate Kazimir and his staff both together and independently.
While 3D dominates modern game development, 2.5D This technique isnt just a nostalgic throwback; its a strategic design choice that allows developers to craft visually striking, performance-efficient, and highly engaging experiences. From indie studios to AAA developers, 2.5D merges the best of both worlds.
Synchronization Deep-Dive: Managing Real-Time Player Actions Across Regions Ensuring stability across regions requires network protocols tailored for scalability, with fallback mechanisms to handle high traffic loads. AI’s ability to learn from these tests helps in refining load-balancing strategies to prevent issues in live environments.
Leveraging many managed services from Amazon Web Services (AWS), the game developer, publisher, and solutions provider accelerated creative game development for popular titles like Citizen Conflict. Using Amazon Bedrock, developers built an AI agent that analyzes near real-time game data streaming from Amazon Kinesis.
Working under the name of MystiveDev the Mojsovski-brothers actively include the player community in almost every aspect of development. The collaboration extends to game mechanics and gameplay loops, where player feedback plays a crucial role in shaping the final product. Our games are made for the players. “I say it’s 50/50.
Void Sails by indie developer Ticking Clock Games is a single-player action-adventure RPG that takes players on a thrilling journey through mysterious worlds, where they captain a flying ship across uncharted space. “With a small team and some pretty big ambitions, balancing priorities, time, and skills has been tough and still is!”
Small teams and solo developers often produce some of the most unique and personal games, and this holds true for Rablo Games, an indie studio led by founder Pablo Coma. “Initially, I planned to develop it alone, just like my previous game.” The studio’s upcoming release, Necro Story, marks an exciting new chapter.
The low-poly racing game, developed by Polish indie developer Pixel Perfect Dude , feels like a love letter to the PlayStation 1 era of rally games, where you could actually name the top drivers and the cars they drove. “Ah Achieving the right balance was not an easy feat according to Szpiczakowski. “We
They are both well aware of the irony of two engineers developing a parody engineering game, but that hasn’t stopped Cillín Farrell and Neil Mackenzie from devoting the majority of their spare time doing just that. From the building mechanics, all the way to the third person character movements. Do we know how to implement it?
If there ever was a fitting metaphor for the trials and tribulations that indie developers face while creating their debut game, it’s Ascending Inferno , the upcoming release by Australian developer Oppolyon Studio. As first-time indie developers, their journey mirrors the very game they’ve crafted. experience.
Tomasz Kaye had prior game development experience, with credits on Ibb & Obb and Chalo Chalo , but this time he went solo for his latest creation Axe Ghost. “It What started as a simple concept quickly turned into a game that challenges players with a mix of strategic depth and risk-reward mechanics.
Join my community of over 2,000 game developers, artists, and passionate creators. As I said last week , “rules regulate the way mechanics are implemented. A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” Making Balanced & Clear Rules.
Beta 11 was a huge milestone in Cogmind development, having completed a comprehensive review of all items and their stats and mechanics in order to rebalance where necessary, a process I wrote about in detail last year. As part of this drive, for months I’ve been creating over 100 new items, most of them including new mechanics.
The answer lies in scalable art production pipelines that balance speed, quality, and cross-platform optimization. Live-service game development presents unique challenges that traditional pipelines werent designed to handle. A simple texture change or model update can impact gameplay mechanics, UI design, and monetization strategies.
Titles like Match Factory , Triple Match 3D , and Tile Busters have successfully carved out space by introducing fresh mechanics to the puzzle category. These games blur the lines between hypercasual simplicity and deeper, more engaging puzzle mechanics. These games are intentionally designed to minimize friction for players.
As development cycles get longer and break-even points extend, the question isn’t just about how fast you can scale but rather how reliably you can predict when that investment will pay off. AppLovin is seeing high-IP games use ad-based monetization from the hyper-casual world, while casual titles layer in complex mechanics.
Establishing a sustainable and balanced game economy is crucial to the success of any game, as it helps drive player satisfaction and engagement. This has made it difficult to find the right balance between numerical indicators, such as player engagement and rewards, and in-game spending incentives. But worry not!
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the sixth of a 19-part suite on board game design and development. Join my community of over 2,000 game developers, artists, and passionate creators. Short-term mechanic testing.
Creating The Books Though some might assume the company’s name is a nod to iconic British developers The Bitmap Brothers, the choice was purely practical. “I Football Game Development Moss conducted over a dozen in-depth interviews with football game designers for the book. Crazy times!”
The ever-changing nature of the mobile market means that new monetization mechanics are constantly emerging and evolving. One of the most popular monetization mechanics is the subscription-based battle pass , which was introduced via Valve’s DOTA 2 in 2013 but popularized by the worldwide phenomenon, Fortnite.
In this breakdown, we’ll delve deep into the enigmatic balance of leaders running away and losers catching up. Join my community of over 2,000 game developers, artists, and passionate creators. I’m going to use the term “runaway leader” to refer to a specific, purposefully included design mechanic. Need help on your board game?
Developers have long utilized game analytics for various purposes, such as understanding player behavior, enhancing user experience, and improving game design. As game analytics advances and data collection becomes more pervasive, the need to strike a balance between leveraging data and respecting player privacy becomes more crucial.
Join my community of over 2,000 game developers, artists, and passionate creators. I am the developer of The Bears and The Bees and Cover Your Kingdom , published by Grandpa Beck’s games. Let’s be honest though – as any developer knows, even your friends and family won’t buy your game unless it’s truly entertaining.
German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Studio owner and Lead Developer Max Hermann originally developed the idea for the game in the time when he was still a computer science student and active in the RimWorld modding scene.
Solo developer Walter Woods , working under the name of Here Below , used the distinctive black and white illustrations of 19th century artist, Gustave Doré as the textures for much of the game. Why did you become a solo developer? “I’m Even if it’s just for testing a small mechanic. I try to keep a balanced life.
White Star Studio, a small and ambitious game development studio based in Shenzen, China, has captured the essence of ancient China in their game Thriving City. Combining these elements with sim mechanics meant we could come up with some exciting, innovative gameplay.” But it took some tweaking to get the right balance.
That’s why Brazilian developer Gamecraft Studios is evening the odds with a unique weapon-stacking system. The key idea was to use the gameplay mechanics from Vampire Survivors in a different genre. “We Gamecraft is placing a heavy emphasis on the weapon stacking mechanic, which sets it apart from other shooters.
Join my community of over 2,000 game developers, artists, and passionate creators. rule book, I use visual examples to explain how the energy mechanic works. It’s a tough balance. Yet if you strike this balance, the reward is precious: you can prime a player’s experience. I think this is short-sighted.
White Star Studio, a small and ambitious game development studio based in Shenzen, China, has captured the essence of ancient China in their game Thriving City. Combining these elements with sim mechanics meant we could come up with some exciting, innovative gameplay.” But it took some tweaking to get the right balance.
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