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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 Works While 2D and 3D have traditionally been viewed as separate paths in game development, 2.5D
In Guntouchables by Danish indie developer Game Swing , enemies randomly power up from the upgrades that a team of four players cant lift out of the levels. This leads to some unexpected and quite frankly, explosive situations as the game progresses. Game Swing was founded in 2013 by five Danish gamedesign students.
Still, Nowell strives to maintain a healthy work-life balance. Im also trying hard to learn how to separate my game development and personal life. I dont want to work on my game 7 days a week. Without much game dev experience he relied on YouTube dev vlogs to help him along. I want to work smart, not hard.
Set in a beautiful, Slavic-inspired world, Selfloss by Kazakhstan-based indie studio Goodwin Games is an adventure that explores themes of grief, healing, and resilience. ” Epic MegaGrant Developing a game in Kazakhstan poses its own set of challenges, as Khoroshavin explains.
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.
The Clash of Choices in GameDesign Josh Bycer josh@game-wisdom.com One of the many balancing acts of gamedesign is the act of creating cool, interesting, unique, abilities for the player to use, and then balancing said abilities within the scope and design of your game.
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.
In Guntouchables by Danish indie developer Game Swing , enemies randomly power up from the upgrades that a team of four players can’t lift out of the levels. This leads to some unexpected and quite frankly, explosive situations as the game progresses. Game Swing was founded in 2013 by five Danish gamedesign students.
Behind every immersive world lies a meticulously crafted game art pipeline, a process where raw ideas evolve into interactive, polished assets. Game art isnt just about making things look good. Whether its a photorealistic RPG or a stylized indiegame, every visual element follows a structured journey from concept to integration.
Unreal Engine Here’s an overview of these two dynamic mechanisms that will help you understand what they are, how they work, and the merits they offer to Android programmers: Unity It is a popular game engine renowned for its cross-platform compatibility and intuitive user interface that supports both 2D & 3D game development.
I’m only being driven out of my shell by my need to push the Kickstarter for our next indie RPG, Geneforge 2 - Infestation. Let’s talk about games. There is a surprise hit indiegame I really like, and breaking down that kind of thing is very much in my job description, so let's talk about Vampire Survivors.
His turning point came in 2019 at Comic Con Africa, where he discovered a GameDesign degree at Wits University’s stand. “I However, it still took a nudge from a dreadful experience in an Applied Mathematics class to propel him to switch from Computer Science to GameDesign. It was great!
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. Six months into development, Coma accepted a job at Appeal Studios as a gamedesigner, eventually becoming a game director.
Way back in February, I wrote a big article about indie phenomenon Vampire Survivors. It was a fun cheap game that is still fun and cheap. It's also a charming, scruffy take on the classic Twin-Stick Shooter genre, great for mindless gaming, with a price that is effectively zero. Brotato has a great design. A great idea.
I assumed it was mostly for fans but after watching all 32 episodes (on 2x speed, skipping some parts) I've changed my mind and now I think it's essential viewing for all gamedesigners / devs. Outside of gamedesign, there's a growing tide against "design thinking" style methods, see "Design thinking was supposed to fix the world.
“The community’s voice is invaluable; it helps shape the game,” he remarked. This iterative approach to gamedesign – release, get feedback, improve, repeat – can be a pragmatic strategy for developers to bootstrap their way through the development process, all while nurturing a passionate player base.
Then I can sell my games to them eventually, much as a catfish eats the scum at the bottom of a lake. It's also a great opportunity to pick apart a good game'sdesign. If a game sells well, that means every choice it made was correct, and you should pick over the carcass for ideas to steal with all speed.
Then the first wave of really successful indiegames appeared on Steam, in the late 00s and early 10s. I thought if I practiced enough, I could make 2D games by myself, and so I decided to try it.” I wouldn’t feel comfortable working on a game if I had to just follow someone else’s ideas.
Baldur’s Gate 3 Has Mountains of Stuff Over the years, I've tended to make my gamedesigns cleaner. One of the best articles ever written about gamedesign is about Magic: The Gathering. Yes, spreading out all the enemies everywhere and at all the possible heights is the design standard now. Nicely done.
The main problem, alas, is that, while it IS a fascinating landmark for gamedesign, it is not a good adventure. The Tomb of Horrors was an early attempt to solve a very difficult problem: How to balance a turn-based RPG once characters get very powerful. Here are the two original covers for the adventure. This sounds kinda fun.
“So, a turn-based-tactics game based around sabotage and assassination operations felt like something fresh to us”, says Senior GameDesigner Lee Brimmicombe-Wood. We wanted a past that was a little more colourful than that and balanced the visuals accordingly”, explains Brimmicombe-Wood.
Difficulty and balance The level of difficulty in games for the „diehards” is something that often keeps game developers up at night. It often turns out, I should say, that the games are simply too… easy. by making the gameplay even more personal for them, and thus increasing their involvement as well.
Today, with Cascadeur fully launched, I’m thrilled to have received a 2-year indie license as a reward for my early participation. While the learning curve is gentle, the software doesn't skimp on advanced features, striking a perfect balance between simplicity and power.
The principles and design tenets he acquired in architecture seamlessly blended into his gamedesign. ” He subtly points to the age-old debate about work-life balance and the perceived differences between American and European professional cultures. They’re not locked in right out of college.”
These adjustments touch upon various facets such as gameplay, user interface, and overall gamedesign. While most of the decisions are made from within the confines of the development studio itself, developers place considerable importance on a specific form of game testing to gather invaluable insights.
Penny was kind enough to share her experience at GDC and why she believes it's such a valuable event for people looking to break into the games industry. GDC is an annual event that brings together programmers, artists, producers, gamedesigners, audio professionals, and business leaders from around the world.
And if I, a gamedesigner, can't enjoy fun, what am I even doing here? Then the awards need to be given in a show that can maintain the delicate balance between respecting the award and the art form, and making money putting the show on. It’s more fun to like things than not like things. It's silly. But it is also fun.
I mean, part of why I can’t believe that is that for almost a full year after the launch, I was furiously updating the game: two new factions, a new game mode (arguably two), a map editor, tons and tons of balance changes, polishing, bugfixes, you name it. Not to mention porting the game to iOS, Android, Switch, and XBox.
It's such a big, unique, popular game that not picking it apart a bit is game-writer malpractice. Even if you hate From Software games, and many do, if you care about gamedesign as an art, it's worth a good look. And this is all without even discussion this game’s insane speedrunning situation.
For example, people meet you at GAMA or at another, regular board game convention, they see your game, and if they’re excited about your product they may spread the word to other retailers. A lot of the indie retailers are friends and just in general are a tightly-knit group. Louis actually recommended your store.”.
It was scary, thrilling, amazing and… we won the Dev-Play Indie Pitch! Alex and Ovi receiving the Indie Prize at Dev-Play. Balancing the difficulty for a wide range of players will be a b h. Meeting other indie devs is really cool. For one, we will be heading to Casual Connect in Berlin to take part in the Indie Prize.
(Side note: There is a new game called Brotato, one of those single-stick shooters that are hot now. These are perfectly balanced. If you're interested in systems design, it's a very interesting title.) My latest all-new game only had 57 skills, but all of them were useful sometimes. Lots of people like that.
This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting gamedesigner / systems design things. I don't discuss much of the game narrative. I assume general gamedesign knowledge but minimal Deathloop-specific knowledge. It would feel terrible.
High Speed Action With OTXO Developer Interview Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" For this perceptive podcast, I spoke with Nathan Haddock from Lateralis Heavy Industries who developed the game OTXO.
Kevin J Bray (Game Engineer) , another professional with years of entrepreneurship experience (CEO at now defunct Byte Canvas; Executive Director at Tonk Tonk Games), who previously was a developer and lead engineer at League of Legends (about the same time as Maya). The profiles make me think of something indie-looking.
Test Your Game and Deploy Performing thorough playtesting is crucial in NFT game development. Consider testing the game mechanics, overall balance, and user interactions to ensure a seamless experience for players. It helps you refine the gameplay experience.
They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. I’ve also been playing a lot of XCOM 2 lately, and dreaming up my own indie equivalent to solve its clarity problems. So I started to worry: am I less original now?
This sort of elongated production process obviously has increased project cost ramifications, which only reinforces the above mentioned design evolution - more Hybridcasual! It leveraged its hypercasual core gamedesign to center its marketing videos around, while also showcasing its more RPG elements in a light and fun way.
Back in 2019 when I was making the original prototype, there were also two other gay cowboy things on my mind: Orville Peck's hit single "Dead of Night" and the gay indie romance film God's Own Country. Balancing the weight of each system was difficult. see: "CRT Simulation in Super Win the Game" ).
Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the thirteenth of a 19-part suite on board gamedesign and development. This week, I want to zero in on the subject of making the perfect board game rule book.
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