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On Twitter , shes known to her 22K+ followers as dev on a boat. I went to school twice for game dev, both times did not work out. For me personally, its not only development Im interested in, but also the process of building a community and business. I make something new, and I use that for building community and marketing.
Experience first-hand how Amazon Web Services (AWS) for Games helps build breakthrough gaming experiences at the Game Developers Conference (GDC), March 17-21, 2025 at the Moscone Center in San Francisco. Visit the demo-packed AWS booth (#S927): Engage with purpose-built solutions from AWS that span the entire game development lifecycle.
The Hanover, Germany based solo dev describes his creative process as ‘a mix of perfectionism and empathy’. I had very little feedback up until the release of the demo. Or city-building games like The Settlers that I love so much, but tend to only play once – never really applying all that I’ve learned.
I also released the demo on Steam early (after invite-only playtesting) so I can gather feedback from real players. Just start building and the ideas will come.” The post Solo dev Rohan Nowell of Doggy Don’t Care “Just start building and ideas will come” appeared first on PreMortem Games. How do you deal with that? “As
I’d like to explain to you exactly how to create a demo of your board game on Tabletop Simulator, but first let’s discuss what I perceive as its five main benefits: 1. This is one of the most underrated marketing opportunities around for board game dev. How to Make a Tabletop Simulator Demo of Your Board Game.
Hrnjadovic also believes that the game could build bridges between people of different beliefs. Plus, a smaller indie dev team should be able to handle the scope. SenAm plans to build upon the 10-minute demo thats out now to try and release the game in Oktober 2026. That is if they can get the financing in place.
A dev, Night by Night 00, shared his work on building warpable and wearable materials for games. Though not fully complete, the demos already show a lot of progress, and the developer is selling their findings on the Cocos store for Chinese developers. Try it out now (Note the demo is in Chinese): ClothDemo for 2.x:
You'll be able to earn the skills and experience needed to make your dream game real while building other games and seeing some best practices in action. and programming generally pays a lot better than indie dev work. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
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. The toll on mental health can be quite high for solo devs. Play the Katanaut demo on Steam , full release later this year. It wasnt really a big decision.
Demo - A stripped-down build of the game for exhibition, either for executives, tradeshows, or public-facing. Split into pre-release demo and post-release demo, with the post-release demo being easier to deal with. This can refer to the whole game or a specific chunk of work we’re doing (e.g.
With the game’s 100% physics-based building system, players can solve each mission in infinite ways. What originally started out as a treehouse building simulator prototype, slowly evolved as the duo gradually added different mechanics. “It From the building mechanics, all the way to the third person character movements.
Working in Mixed Reality, I met many ex game devs and artists, who I learned from and was greatly inspired by. Although we weren’t making games, the tech for Mixed Reality was identical to making games, so I picked up a lot of technical ability with Unity, game dev, shaders and more.”
Solo devs have to be generalists, and that’s not for everyone”. Typically I’ll design and iterate alone, make playable builds, then have others play them and check the response and any (new) problems that crop up in the user’s experience. I think this helps with keeping game dev burnout at bay.”
Really early on, you only have one to five senior devs working on building a prototype for the approved pitches. If the prototype gets approved, the team ramps more and builds an entire playable demo that demonstrates all of the major game systems at work. At the start, you have one or two developers who write a pitch.
Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey , chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021.
A dev, Night by Night 00, shared his work on building warpable and wearable materials for games. Though not fully complete, the demos already show a lot of progress, and the developer is selling their findings on the Cocos store for Chinese developers. Try it out now (Note the demo is in Chinese): ClothDemo for 2.x
Over the past year, I've been working on open source demos to help people get the most out of tutorials. I also contributed some to the official Godot demo repositories. That's why we're starting to create open game demos at GDquest. We've already open sourced our Zelda-like ARPG demo from our Godot course as a proof-of-concept.
We're a little late dropping this-here new issue of the Kristala dev blog, but we promise we've got a good reason. We're officially in the final development crunch for the vertical slice demo of Kristala! WE ARE OFFICIALLY IN THE FINAL DEV CRUNCH FOR THE KRISTALA VERTICAL SLICE DEMO! Wait, wait, wait. clears throat*.
The most common answer in all of game dev is always "it depends". If the development process is disciplined and things are proceeding to plan, the demos we show to the executives are not far removed from the final versions we release to the public because things are proceeding as expected. Very little work will need to be redone.
Welcome back to the newest issue of the Kristala Dev Blog, a monthly compilation chronicling all the magic and mystery the Astral Clocktower Studios dev team puts into indie ARPG Kristala every development sprint. The Nisarga clan is the only clan that will be featured in the Kristala demo.
UFO50 was developed by six indie devs over seven years. Deck-Building. We just had another Steam Next Fest, which had around 3000 demos in it. I bet the devs are doing ok, and I'm glad. Each game also has an extra-difficult goal, and completing it rewards you with a cherry. (As It was a gigantic effort. Tower Defense.
Hello, and welcome to the official Kristala dev blog, where we break down the development process for 3D Dark Fantasy ARPG Kristala each month. If you've been keeping up with our dev blogs already, you know that they're pretty hefty when it comes to content. BUT WAIT, THERE'S MORE! Kristala at Play NYC 2021. Concept Art.
Thanks for tuning in to another exciting issue of the Kristala dev blog! This month, in addition to our typical development sprints, we've also been hard at work prepping a super special convention build of Kristala for the upcoming Play NYC convention. Hello, dear friends and fantasy aficionados. If you're just joining us, welcome!
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. This is something he slapped together quickly as a demo because his real goal was just to outline the country and the road structure. Just here for Highways & Byways updates?
Welcome back to another exciting issue of the ever-enchanting Kristala dev blog! We'll be sure to keep you posted on all the sweet deets as we near our Patreon launch date, so be sure to stay tuned to our socials and public dev blogs for updates and announcements (including an exciting kick-off contest where you can snag a FREE PS5 ).
That's why we were super excited when we learned that this year's fifth-annual Play NYC convention would be held in person (with tons of awesome precautions in place to ensure all devs, speakers, and attendees were kept safe and healthy). We can't wait to go back again next year! Rings and tail charms that will assist during gameplay.
Hello, and welcome back to another issue of the Kristala game dev blog! If you're just tuning in, you may not have known that we unveiled a pre-alpha alpha alpha combat build of Kristala at last year's 2019 PlayNYC convention in - you guessed it - New York City! 3D Asset Design. Check it out! Programming.
Welcome back to another magically entrancing issue of the Kristala dev blog. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold. Concept Art.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Consumer protection is pretty obvious: with so many games coming out, there is no way for somebody to try them all, play the demos, or print out the print-and-play games. Click here.
But we're not there yet and we'll keep having frequent alpha builds until we're ready to slap the beta label on the engine. Update 2022-07-29 @ 10:30 UTC: A regression was found in the original build that prevented exporting projects to Windows and Linux with official templates. Feature build profiles for custom builds.
We stage things like this all the time, both for public-facing gameplay videos and for internal demo videos. No one wants to sit and wait for minutes while the next demo is carefully set up. You should see the kind of stuff we had to cobble together for E3 demos back in the day.
We're heading into spooky season, and there's no better way to celebrate an eerie action-adventure game than diving into the newest issue of the Kristala game dev blog. As we move into the final quarter of 2020, our (incredibly good-lookin') dev team has been churning out new and exciting updates that we can't wait to share with you.
is a huge release that requires a lot of work, and because we're committed to providing dev snapshots frequently so that pre-release testers can quickly access the new features and bug fixes. alpha builds. Windows: Fix FreeType crashing in GCC + LTO builds ( GH-61805 ). We're getting in 2-digit territory, both because 4.0
Here's another Release Candidate (RC) build on the way to 3.0 This RC 3 build corresponds to commit d50c0ef for the classical build, and commit 59e83af for the Mono build. Also clone the godot-demo-projects repository to have demos to play with. stable, fixing most of the remaining blocking bugs from RC 2.
Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. We can't say too much just yet, but you're definitely gonna wanna tune into next month's dev blog to see how ACS kicks development into high gear. Hello, all you sweet beings and beautiful creatures! 3D Asset Design.
Welcome back to the Kristala dev blog! We know we've promised you bi-weekly dev blogs, but in truth, there's been a lot happening lately here at ACS headquarters. We know we've promised you bi-weekly dev blogs, but in truth, there's been a lot happening lately here at ACS headquarters. We're happy you're here. We promise. ;).
Godot demos. Two curated and polished guides to help you get started and build up solid skills with the engine. we will cover all the main features, and release all the videos and companion demos under a permissive license. Our new Godot course Kickstarter campaign was funded in less than four days! Free tools. 3d tutorials.
While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. We're working towards finalizing the feature set for 4.0 Known issues.
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. Buildsystem: Upgraded official build system to newer toolchains ( build-containers#104 ): Windows: MinGW GCC 11.2.1 macOS builds in 4.0
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. Core: Remove argument name strings from release builds ( GH-59932 ). Mono builds are currently not available as our focus is on porting to.NET 6.
Welcome back to the ever-enchanting Kristala dev blog, where you can get front-row seats to the development process for indie 3D dark fantasy ARPG Kristala, the first title from female-owned-and-operated indie game studio Astral Clocktower Studios. Tune in to next month's dev blog to see the updates! Level Design. TANDARA CLAN.
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension, VisualScript). Known issues.
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. alpha builds. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension, VisualScript). Known issues.
IMPORTANT: This is an alpha build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.0 There is also no guarantee that projects started with the alpha1 build will still work in alpha2 or later builds, as we reserve the right to do necessary breaking adjustments up to the beta stage.
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