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Playtesting and Record Keeping

Brand Game Development

Join my community of over 2,000 game developers, artists, and passionate creators. When you playtest a game, alone or with other people, you’re going to be creating a lot of data. Log every single playtest with the game and make sure your playtest matches with a game version number. Who played? What was the outcome?

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Invaluable lessons on crafting impactful games: insights from LIMBO’s Dino Patti

PreMortem.Games

This aspect is often overlooked by smaller teams but playtesting played a pivotal role in the development of LIMBO. This process reinforced the importance of using gameplay itself to communicate, rather than relying on instructions. Here, instead of asking players for feedback, we observed how they interacted with the game.

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Solo dev Evan Polekoff of Critter Crossfire “Motivation is a limited resource” 

PreMortem.Games

This practice helps keep me well rounded as a developer so I can better communicate with people who specialize in those roles. While I get feedback from friends and playtesters, it doesn’t compare to the iteration you get from working with someone who is equally as invested in the project as you are.

Dev 160
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How to Make Board Game Rules

Brand Game Development

” Rules are really tricky to do right because you have to serve two purposes: balance the game and communicate clearly. Speaking of communicating clearly, let’s draw a distinction between rules and rule books. Playtest a Ton. Rules vs. Rulebooks. I have some guidelines.

Balance 130
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When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

Rami Ismail Click away in seconds Working in games is a communication minefield: multidisciplinary communications, both internal and external, with the purpose of alignment or selling ideas. Whatever you’re doing, think of what the point of the communication is, and get to those as soon as possible.

Writing 104
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Unique blend of genres in haunting fishing adventure Dredge by Black Salt Games

PreMortem.Games

We had three very different games that we spent around two weeks on each, developing them up to a point where we could playtest them with other people”, says Mason. It was all very complicated, and not something that would be easy to communicate clearly.” Our first playtester hit the first target after approximately 0.5

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Unique blend of genres in haunting fishing adventure Dredge by Black Salt Games

PreMortem.Games

We had three very different games that we spent around two weeks on each, developing them up to a point where we could playtest them with other people”, says Mason. It was all very complicated, and not something that would be easy to communicate clearly.” Our first playtester hit the first target after approximately 0.5