Remove Build Remove Communications Remove Prototyping
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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

At Geometric we put gameplay first, and we will always build our games around strong gameplay ideas”, says Carlsen. Complex feature The core concept of worlds within worlds was the first feature prototyped for Cocoon, undergoing substantial improvement and iteration. Cocoon’s development journey spanned a challenging 6.5

Puzzle 257
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How to Create Specs for Your Board Game Artist

Brand Game Development

Some know exactly what they are looking for and have a great idea of how to communicate it. Others know what they want, and have no idea how to communicate it. For example, we did a lot of rapid prototyping for the Highways & Byways board on our own project together. James: The best way to actually communicate it?

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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

At Geometric we put gameplay first, and we will always build our games around strong gameplay ideas”, says Carlsen. Complex feature The core concept of worlds within worlds was the first feature prototyped for Cocoon, undergoing substantial improvement and iteration. Cocoon’s development journey spanned a challenging 6.5

Puzzle 104
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Talking Without Words

Brand Game Development

This week, in Start to Finish: Publish and Sell Your First Board Game , I released Five Levels of Communication through Game Development. We’re doing rapid prototyping. Now let’s talk about how James strengthened the game’s communication. This, too, is a good way of improving the way the board communicates.

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How to Make a Tabletop Simulator Demo of Your Board Game

Brand Game Development

It saves you a ton of money and time on prototyping. It takes less time to create a prototype. This means you can find play-testers all over the world, which allows you to see how well your game communicates with people from different cultures or who don’t speak your language as well. It’s pretty straightforward.

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Solo dev Tuomas Auronen (Redbeak Games) “Hardest part is financial uncertainty”

PreMortem.Games

Building upon a successful predecessor gave Auronen confidence during development. No wasted time on communication and alignment. So far I haven’t done any prototyping either as I feel it would have taken too long to validate my ideas that way. It’s a sequel that offers ‘more variety and smoother gameplay’.

Dev 129
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The Long Haul Project: Why Making Games Takes a Long Time

Brand Game Development

Join my community of over 2,000 game developers, artists, and passionate creators. Testing, manufacturing, shipping, and building an audience all take a lot of time and there is no way to really shortcut this. You can’t have much more than 6-9 people working on game design or else communication will get really weird, really fast.

Games 130