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Wrapping up 2024 • Celebrating the life and works of solo developers

PreMortem.Games

Human touch Operating under the name RodentGames , Jason Larabie has taught himself the necessary skills to create his upcoming game Artificers Tower , a happy mix of base building, management sim and boss battles. The game is developed by Californian solo dev Michael Cosio, working under the name of Tainted Pact. So what went wrong?

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Solo dev Esteban Hernandez spent 7 years on Creo God Simulator: “I’ve learned perseverance”

PreMortem.Games

What started as a passion project has grown into a full-fledged god game blending city-building, resource management and player-driven storytelling. I can really implement my vision, and I have the flexibility to add in content and mechanics that Creo’s fanbase and others would like to see. And the biggest pitfalls?

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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

If you are interested in the latter, please request to join our testing group to get access to pre-release builds. Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. Input Input saw a lot of incremental improvements and polish this dev cycle. down to 0.2 ( GH-97281 ).

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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

In the past, I’ve tried creating a few YouTube channels (starting in 2017) and TikTok accounts, trying to build an audience and, eventually, turn it into a business. I produced a lot of content and had some success, but it wasn’t all that sustainable. Eventually, I burned out and decided to end my content creation career in early 2021.

Dev 104
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Dean Gichukie’s studio Kunta Content delivers authentic African stories

PreMortem.Games

Welcome to Dean Gichukie ‘s world, where history comes alive through Kunta Content. The Kunta Content team Dean’s creative journey began at age 8 when he started drawing and painting. He navigated the challenges of running a tech company, pitching to investors, collaborating with artists, and building the platform.

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A follow up to your answer about veilguard (was really hoping you would touch on that one). Why do game companies that have a “bad” release always seem to start from the bottom of the pyramid when it comes to restructuring and recouping losses? Why fire low level devs who did their best with what they had, when the companies have people in senior positions making hundreds of thousands of dollars (if not more) that they could just cut from? Why do the trenches always get the punishment first?

Ask a Game Dev

The next factor is that each major experience level up a dev attains tends to be a geometric difference in productivity. [ A large task that would take a junior dev two months to complete might take a mid-level dev one month and a senior dev only a week or two ].

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Dev snapshot: Godot 4.5 dev 2

Mircosoft Game Dev

release a little over a month ago, one mightve expected content updates to trickle out slowly for our initial 4.5 dev 1 snapshot, but surely they couldnt follow that up with another flood of anticipated changes, right? If you are interested in the latter, please request to join our testing group to get access to pre-release builds.

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