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

PreMortem.Games

After the loss of my father, I began working on the Bob project and realized that the story and concept had been with me for years, he says. Financial success Solo dev Tuomas Auronen , operating under the name Redbeak Games , looks pretty relieved three days after the launch of his game Mortal Glory 2. Strategic partners are crucial.

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

PreMortem.Games

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. It would be great to bounce ideas and concepts off of fellow colleagues when building my games. The toll on your mental health can be quite high for solo devs.

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

PreMortem.Games

“I wanted IHAS to deal with so many philosophical concepts,” Pidiashenko explains. 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. Will you ever work in a team or is it only solo for you?

Dev 104
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. This adds parity with Ogg Vorbis audio tracks, and will be a welcome addition for users who want to load user-generated content at runtime (including non-game audio applications). dev cycle slightly too late to be included in 4.3.

Beta 106
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Bungie recently revealed that the red war campaign in destiny 2 is unavailable, even internally. They said its due to outdated code. How often does that happen in live service games? And what sort of decisions are made that leads to all the work seemingly being put down the drain?

Ask a Game Dev

Most content built during a particular hardware generation is available and functional during that hardware generation because things don't change too much. Red War was launch content back in 2017, on the Xbone, PS4, and Windows. That's what I suspect happened.

Content 64
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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 ].

Dev 69
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A common issue with ongoing live service games is that as time progresses, skill designs for new characters necessarily become more complex to differentiate from older characters or to incentivize players to buy them. This sometimes results in things like Fire Emblem Heroes where character skill sheets become page long monstrosities. What are things you can do to maintain the increased complexity without making it seem like a reading assignment?

Ask a Game Dev

However, since WOW must continue to support all content they've ever released forever, doing some kind of content rotation was not in the cards. What might some alternative options be for reducing power and complexity for legacy content?

Content 59