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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.
“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?
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.
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.
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 ].
Live services exist for single player game - any game with regular content updates and patching is a live service. Those content updates and patches are the "service" part - we have to build them, they go live and get pushed out to the public. I think you've misunderstood the "single player vs live service" thing.
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?
“Accessible” is a loaded word in board gaming, but the basic concepts are simple: make games for as many people as you can. Content creators such as podcasters and bloggers often enjoy working with guests. You can read more about that in my article here: Setting Up Social Media as a Board Game Dev: A Primer Course.
Reflecting on the game’s core concept, Khoroshavin shares, “The very first idea was that I want to make a game about an old protagonist that can traverse via boat. In 2020, he was joined by his wife, Gorokhova Rita, who took on the role of 3D modeler and content lead. From there it grew into something much more.”
Once you have the concept for a game – if it’s an interesting concept – there is always an abundance of ideas that materialize out of nowhere. The post Solo dev Jonathan C Haman created “the glorious Drift Type C – which no one is buying” appeared first on PreMortem Games. WHAT THAT MEAN?
Toronto, Canada based indie dev Thousand Stars Studio prides itself on being a culturally diverse studio. We’re aiming to create content that resonates with a broader, untapped audience”, she says. Spreading kindness “From a content creation perspective, we have even higher aspirations.
You’ll want to have the right Content Mix to attract people to your account. It may gain a lot of followers, but your leads will probably be bad and the whole concept is deceptive. The post How to Get Big on Instagram as a Board Game Dev appeared first on Brandon the Game Dev.
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 ).
Thanks for tuning in to another exciting issue of the Kristala dev blog! Concept Art. After Concept Artist Harold reimagined each level area in the demo, we then had him concept out the individual props that will be needed to carefully detail each environment. Hello, dear friends and fantasy aficionados.
Canadian solo dev Matt Marshall is the creator of the Cyberpunk-themed city builder Dystopika. I love bringing in the right expertise for a piece of concept art or a soundtrack, but right now I’m very content focused on creating rather than running a company.” Will you ever work in a team or is it only solo for you? “I
Welcome back to another installment of the Kristala dev blog. Since we last met, we've been kicking dev for Kristala into high gear and we're super stoked to share everything we've been working on over the past month. Ready to take a break from the mundane and dive head-first into the magic of Kristala? We've got you covered.
Good DLC story content tends to be stuff that meets these general criteria: Is self-contained (i.e. Good DLC story content tends to be stuff that meets these general criteria: Is self-contained (i.e. We also can’t always repurpose old content for the story DLC. What is the FANTa project?
” One concern raised during the conversation was the use of copyrighted material in AI-generated content, as seen with AI models like DALL-E and StyleGAN. ” In terms of legality, Chaumette expressed that large companies like Disney and Epic Games might not see AI-generated content as a threat, as it is not copyrightable. .”
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). link] Concept Art. We can't wait to go back again next year! In-tact and broken Amulets.
Toronto, Canada based indie dev Thousand Stars Studio prides itself on being a culturally diverse studio. Were aiming to create content that resonates with a broader, untapped audience, she says. Spreading kindness From a content creation perspective, we have even higher aspirations.
Development Updates: Snowman Dev Update (2.2: May 2022) Snowman Dev Update (2.2: 5 June 2022) Snowman Dev Update (2.2: 12 June 2022) Snowman Dev Update (2.2: 14 June 2022) Snowman Dev Update (2.2: 19 June 2022) Snowman Dev Update (2.2: 26 June 2022) Snowman Dev Update (2.2: 10 July 2022).
Of course we are developing the additional content promised on the Kickstarter campaign!” Indie developer Chibig started in 2017 as a one-dev studio in Valencia, Spain. When we told Ernest Sala about Mika’s game idea, it didn’t take him long to create a series of concepts that defined the style of the world and characters.
You might need to show a player how the content you’re creating is something they’ll enjoy. Sometimes it is just about explaining the situation to them in a way that they understand, like how I often rely on using visual aids and diagrams to explain concepts at meetings to help the artists, producers, QA etc.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. The analogy is morbid, but the concept is simple. 9: My social media approach was untargeted and used suboptimal content. Board game and card game content. Click here. Would you expect anything less?
Gen AI can create all kinds of content or results but it requires actual expertise in the field in order to separate the wheat from the chaff. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
One HaZ has shared his insights on the exciting developments happening within the Unreal Engine Fortnite (UEFN) platform and its potentially transformative impact on the future of gaming and content creation. “The w hole thing Fortnite has been well known for is its players can create stuff, user-generated content,” he explained.
This article is part of the game-dev advice newsletter Levelling the Playing Field by Rami Ismail. For any e-mail relating to sales, pitching, or decision-making, try using the concepts of BLUF. If you want to know more about the art, craft and science of game development, subscribe here.
All designers and content creators answer to him. Keeps a high level view of the game’s content and systems to make decisions to direct the different design subteams during development towards the ultimate goal. Art Concept Artist : [ Iterator Extreme ]. Specializes in converting concepts into self-contained images.
Having a full-time job ate into Sergio’s personal dev time. So rather than coming up with an entirely new concept for his second title, he stuck to his guns and layered in more elements – like in-game combat and the use of limited resources – to get people more engaged. And I always had a side project on the go.”.
They provide comprehensive art outsourcing services, which include character/environment art, level design, in-game animations, 3D modeling, 2D concept art, and more. Specialties: – Game Development, Motion Capture, Art Outsourcing, 3D Animation, 2D Animation, VR, Concept Art, and Co-Development. Bosi Art Studio. Nuare Studio.
. “It’s also, I think, in some ways a little scary that one device from one single company can theoretically replace every single device and can now sit right between the consumer and all the other content out there,” he mused. The discussion also addressed the challenges of producing quality content for VR.
It contains many tutorials about the different features of the engine, including a step by step tutorial which should give you a good introduction to the core concepts of the engine such as nodes, scenes, instancing and scripting. and among game devs, we're all still children at heart, aren't we? The earlier ones were for Godot 1.x,
As such, I got to do a mix of reviews, editing, writing new content, and maintenance. Here's a report on the changes and the new content you can already enjoy today. Content and contribution guidelines. We have new content guidelines to define what should and shouldn't go into the docs. How does it work?
However, I think it’s also promising evidence that there is an appetite out there for this content – a desire to view and evaluate gaming through the lens of impairment and exclusion. Designers that adopt accessible thinking will find it influencing every decision made, from concept to completion.
It’s been five whole years since Game Dev Tycoon released on Steam. After days of brainstorming and discussions, we settled on the idea of making a game dev simulator. We were inspired by Game Dev Story on the iPhone (made by Kairosoft) and wanted to make a game in that genre with our own spin on it.
I also work with indie dev companies on a more casual level discussing challenges, goals and brainstorming solutions. Chad: With blogging, the content often comes across in an informal, personal tone. The post How to Make the Perfect Board Game Rule Book appeared first on Brandon the Game Dev.
It won't just happen that hundreds of lines of class descriptions are written by the core devs; their time is much better spent developing the great features we are all so fond of waiting for. That's why we plan to make a complete review of the existing content, reorganise it and start a coordinated effort to, again, fill in the blank.
A proposition that - in my opinion - removes a lot of the attraction power of the Web3 concept, may possibly mean targeting a different audience than they do right now. UGC (Content Creators and Spenders). That way, players won’t sell and abandon the game even if the asset value drops because they won’t care about the value.
If you really care, the MUD Wiki on Fandom , started in the wake of the great Wikipedia purge of MUD content, has you covered. All the content in the game was just data in fields. On MOOs and LPMuds, you had a lower barrier for adding features, but you also had a higher barrier for “just making content.” Enter “simulationism.”
This is a really complicated concept. Second, and most importantly, it mirrors the box art of Sid Meier’s Civilization in color, structure, and content. The post How to Make a Beautiful Board Game Box appeared first on Brandon the Game Dev. That means you need to imply the essence of your game with your packaging.
Proceduralism and AI: Building Immersive Worlds AI’s role in game development can be seen as an extension of proceduralism, a concept that has long been a part of creating expansive game worlds. This is where AI steps in, learning procedural rules and relationships from images to generate diverse and adaptive content.
To understand if my suspicion has merit, I recently distributed a survey on the Deconstructor of Fun slack, the Mobile Dev Memo slack, and on LinkedIn (the complete survey with results can be found at the end of this post). 54 people working on free-to-play and freemium apps participated. When driving up conversion becomes the sole aim, $2.99
I’ve mentioned this before in How to Get Big on Twitter as a Board Game Dev and A Crash Course in Board Game Marketing & Promotion. Branding is a nebulous concept that makes people think of logos and company names. Know exactly who you’re trying to appeal to. This determines your target audience. No, no, no. I said brandING!
I’ve always been interested in experimenting with larger alternative interface layouts, though because I didn’t see much promise in them, and doing so deviates from the core design, the idea was to wait until at least a likely engine update down the road, as well as the completion of most of Cogmind’s content.
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