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Why You Can’t Objectively Build Great Games Josh Bycer josh@game-wisdom.com I was reading a piece over on Game Developer that gave me pause for a second about whether this is what gamedesign at the AAA level is about now — focusing on analytics and trying to “math” the perfect … The post Why You Can’t Objectively (..)
BitCake Studio , an indiegame development studio based in Brazil, is celebrating its 10th year in the industry. Eduardo Lamhut, the company’s main GameDesigner and Creative Director of the upcoming game Atomic Picnic , explains how the company started. We’ve used PUN, Chat, Quantum, and more.
The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery. Cocoon is the first venture of Geometric Interactive , a Danish indie studio founded by Carlsen and his ex-Playdead colleague, Jakob Schmid.
More and more South-Korean indiegame developers take aim at the PC and console market. Set in a New York office building in the 1990’s, the game plays out as a action-filled mini series, including cutscenes that unravel the plot. “To Yet, because of such experiments, there are victims.”
The Transformative Landscape of Game Development: A Deep Dive with Willem Delventhal As a digital ecosystem thrives and transforms at a rapid pace, a recent conversation with gamedesigner and educator Willem Delventhal offered insights into the evolving realm of game development.
Using Kickstarter for a game shouldn’t be solely about the campaign but about building a company working on multiple games. View Kickstarter as a tool, not the end goal”, says Michael Liebe , Lead Outreach Games Europe at Kickstarter on the IndieGameBusiness podcast. People appreciate creativity.”
There are plenty of city buildinggames around but Fabledom adds a fairytale twist to the genre. Set in a storybook kingdom filled with magical creatures, kings and castles, the game gives players the opportunity to build their own kingdom and find their true love. Making games is hard!”
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. This approach has been key to ensuring that the game stayed on track during the 18 months that it took to build it.
BitCake Studio , an indiegame development studio based in Brazil, is celebrating its 10th year in the industry. Eduardo Lamhut, the company’s main GameDesigner and Creative Director of the upcoming game Atomic Picnic , explains how the company started. We’ve used PUN, Chat, Quantum, and more.
I finally got around to playing Hades, the megahit roguelike from Supergiant Games. It takes me a long time to build up the energy to pour in the number of hours a game like this requires. Seriously, study this game. Of course, any hit indiegame in this decade gets heavily studied and mercilessly copied. )
Cult of the Lamb by Massive Monster This is a Hades-like / Binding of Issac-ish 2D action roguelike wrapped around a Don't Starve / Rimworld-y town building crafting survival system, with all the subversively violent dark cartoon humor of those references. The cult of the game industry is most powerful of all.
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 have a lot of respect for solo indie developers, but I often struggle with the limitations and it is not what I want to be doing long-term. How do you deal with that? “
It’s the debut game of Turkish studio Gorilla Softworks. “We We are building a historically accurate survival strategy game” Gorilla Softworks co-founder Deniz Şakar explains how the team has tried to accurately portray the challenges early humans faced while they looked for ways to survive and thrive. “We
There are plenty of city buildinggames around but Fabledom adds a fairytale twist to the genre. Set in a storybook kingdom filled with magical creatures, kings and castles, the game gives players the opportunity to build their own kingdom and find their true love. Making games is hard!” has been released proper.
Against the Storm by Eremite Games ( Steam page , official site ) is a popular 2.5D town-building run-based RTS with a Warcraft 3 inspired aesthetic and a deckbuilding meta-game progression. You spend an hour building a base while fulfilling randomized mini-goals for victory points. And it really is a good mechanic.
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.
The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery. Cocoon is the first venture of Geometric Interactive , a Danish indie studio founded by Carlsen and his ex-Playdead colleague, Jakob Schmid.
There are plenty of city buildinggames around but Fabledom adds a fairytale twist to the genre. Set in a storybook kingdom filled with magical creatures, kings and castles, the game gives players the opportunity to build their own kingdom and find their true love. Making games is hard!”
There are plenty of city buildinggames around but Fabledom adds a fairytale twist to the genre. Set in a storybook kingdom filled with magical creatures, kings and castles, the game gives players the opportunity to build their own kingdom and find their true love. Making games is hard!”
Physics-based 2D platformer Bionic Bay is a collaboration between the Finnish one-man-studio Mureena and Taiwanese indiegame company Psychoflow Studio. The game started as a demo shown on Reddit, but picked up momentum when Badland art director Juhana Myllys offered to mix and match his distinct artwork with the gameplay.
He decided to start his own indiegame development studio, Overwrite Interactive , and create a video game from scratch. For Alan's video game to come to fruition, he needed a team of capable artists to help him. Alan's advice for applying for an Epic MegaGrant is to have a playable build. featured]. [My
I think you have the wrong idea about what gamedesigners do. We're not project leads that pitch entire games, we're [ content creators ] that build the bits of specific content in games - the spells, the monsters, the fights, the classes, the races, the quests, the environments, the stats, the companions, and so on.
Today, with an impressive team of 32 people, they’re working on Eco , a virtual society game built inside a self-contained ecosystem. The premise is thrilling: “You are building a virtual society inside of an ecosystem,” Krajewski explained. “This is what we’re building with Eco ,” Krajewski said.
A level designer doesn't need to create the individual assets, but will need a rock-solid understanding of how the placement of objects and division of space can create places that are intuitive for players to navigate. If he wants to go into the indie space and work with an extremely small team, he's going to need to wear a lot of hats.
Lessons Learned From Clair Obscur’s Success Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" For this critical thought, I talked about the success of Clair Obscur Expedition 33 and what you can take away from it when building a game in a popular genre.…
Many of you who read this blog know that I am self-publishing board gamedesigner who uses Kickstarter as my platform of choice for funding the bulk of my projects. Certainly no surprise if you’ve read some of my articles like A Crash Course on Kickstarter for Board Games. Alternative 1: Go through a Publisher.
The game is the debut of Swiss indiegame studio Naraven Games. Co founder and writer Julia Jean found inspiration for the game in her fascination for the ordinary. Rubber duck “The puzzles and gamedesign flowed naturally from narrative ideas like ‘we should be able to delete everything!’.
For mobile game developers, remote gaming opens up new opportunities to create resource-intensive games that were previously limited by hardware constraints. By shifting the computational load to the cloud, developers can focus on building innovative features and visually stunning games.
It's rather surreal to see my name in a list with a bunch of indie luminaries , but hopefully I'll be able to live up to expectations. On Friday I'll be giving a talk at IndieCade alongside Chris Hecker entitled A Dialogue on Depth.
Pham and Max delved deep into the world of indiegame development, discussing everything from the inception of the game to its surprising success. In fact, their team took a lot of inspiration from games like CS:GO and other tactical shooters, such as Battlefield. “I don’t think [we’re] number one.
Postpone pricey acquisitions However, because building up human capital is costly and slow, making cuts following a rushed acquisition is destructive. Unlike the film and music industry, there remains a dire absence of ways for young talent to enter the games industry. Better than, perhaps, to look for alternatives elsewhere first.
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.
Young handles everything from overall gamedesign to art and audio, and Ditton does the programming. They build everything from scratch with the exception of some textures and sound effects. This leaves room for imagination when considering different participants, teams, companies, and the types of vehicle they’d build.”
Come “behind-the-scenes” with AWS GameTime Each episode is hosted live and our Twitch viewers get the chance to directly chat with the creators and game industry veterans of their favorite games. The casual interview setting is the perfect way to ask lots of questions about their gamedesign and game development process.
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.
Continually make great games for a loyal smaller audience (eg. Branch out and make games in different genres? Build Terrible Toybox further and make it a main game studio? Put out artistic games that push boundaries, but don’t necessarily find a large audience? Could be useful for adventure gamedesigners.
is one of the most striking indiegames coming out this summer. The developers of Fireplace Games made an early prototype of the game while still in school, but are now well on their way to release it as a full-fledged game. Their banter is another important part of what makes the game come alive.
I recalled another architect-turned-developer Roger Lundeen who transitioned into the world of gaming during the early days of Valve and Half-Life. Eric’s foray into gaming began late one night in an architecture studio. He stumbled upon an alpha build of a game called Iconoclasts. ” The tools?
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. Then I will write another game, now that I have been reminded that, yeah, these toys really can be a lot of fun.
Attendees from all corners of the continent -Nigeria to Ethiopia, Tanzania to Ghana, Benin to Rwanda, Sudan to South Africa, Senegal to Kenya, and even beyond, with the West Indies and France present- gathered to celebrate, connect, and learn from one another.
This is a completely different beast from a shooter.” “ Mordhau at its core has always been about melee combat”, says Jonathan Dunn, GameDesigner at Triternion. We couldn’t break the PC version as they share a common data source, which is important for our build process. Completely in control of every movement and strike.
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.
Roundtable: Creating Non-Toxic Gamer Communities (1 PM Eastern) What gamedesign principles can be used to promote friendlier and harassment-free communities? Join us for a discussion on what strategies gamedesigners can use to create safe virtual spaces that are enjoyable for all players.
I was focused hard during this time on learning as much as I could about gamedesign, focused on “efficiency” and elegance in design, which is what brought me to crunchy rulesets like those of designer Eurogames and the indie Rogue-likes-and-company world.
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