Remove Build Remove Concepts 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. While he didn’t immediately embark on this ambitious project, the concept lingered in his mind and gradually took shape as a concrete game design. Cocoon’s development journey spanned a challenging 6.5

Puzzle 257
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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

His design process is highly iterative, starting with loose ideas and evolving through sketches, prototyping, and constant refinement. I started tinkering with small projects on my own, and over time, I realized I enjoyed the freedom of building something exactly the way I envisioned it. It wasnt really a big decision.

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The walls are alive with tiny people in Cyborn’s Mixed Reality game Wall Town Wonders

PreMortem.Games

The game invites players to interact with tiny townsfolk, build unique structures and explore surprises, all while pioneering the possibilities of mixed-reality technology. Then I wondered, ‘Where would they build houses?’” Within days, the concept was pitched to Meta and greenlit enthusiastically.

Games 118
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Video Game Prototyping and Its Importance in Game Development

Logic Simplified

Therefore, before developing the game's final version, you must test a prototype. What is a video game prototype, and why is it essential? Video game prototyping is the process of developing a rough plan for your game. Video game prototyping also aids developers in determining what works in their game and what does not.

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Rebots by FlatPonies launches after 6 years “We’re ready for more ambitious projects”

PreMortem.Games

Rebots came from a simple concept. Jake Rasmussen , the game’s director, wanted to create a game about building and programming robots,” says Porkoláb. It brings together resource gathering, crafting, building and working with robots, while also telling stories through the game’s alien characters.”

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Matt Handrahan of Kepler Interactive: “Playing it safe doesn’t have any value”

PreMortem.Games

The small team of six to seven professionals is tasked with wading through roughly 150 new concepts per month, determining which few might have the potential to become the next big title. Kepler Interactive’s selection process hinges on more than just a game’s polish—it’s about the ‘vibe’ and the unique potential of the concept.

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Game Dev Glossary: Prototype, Vertical Slice, First Playable, MVP, Demo

Ask a Game Dev

Each of the terms are the same basic concept - a demonstration of gameplay - but they each have small but important distinctions. Prototype - A playable example of a single gameplay system to prove out the concept. The above screenshot is from the Breath of the Wild systems prototype - wind, fire, etc.