Remove Concepts Remove Content Remove Prototyping
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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

While he didn’t immediately embark on this ambitious project, the concept lingered in his mind and gradually took shape as a concrete game design. Complex feature The core concept of worlds within worlds was the first feature prototyped for Cocoon, undergoing substantial improvement and iteration.

Puzzle 257
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Kazakhstan-based Goodwin Games takes us on an emotional adventure in Selfloss

PreMortem.Games

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.”

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The walls are alive with tiny people in Cyborn’s Mixed Reality game Wall Town Wonders

PreMortem.Games

Within days, the concept was pitched to Meta and greenlit enthusiastically. From there, we tested a variety of prototypes and selected the ones that were the most fun, engaging and fit naturally into the theme of our town.” Agemans soon landed on the idea of open wall spaces as the perfect canvas for a miniature town.

Games 118
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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

This is because a given project is at its maximum headcount right before it ships - you need all hands on deck during full production, building and validating all of the content in the game. There needs to be other projects in development to pay for those people after the game launches.

Dev 69
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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

” Once a concept is chosen, it goes through a prototyping phase where function takes priority over form. We actively connect with our audience on Instagram, Twitter, Facebook and TikTok, sharing updates, behind-the-scenes content and fun interactions.” “At this stage, we dont care about visuals at all.

Puzzle 138
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Take a break from busy GDC and meet Dutch developers at The Netherlands Lounge

PreMortem.Games

But also looking out for publishing or funding deals for our own original concepts and prototypes.” Therefore we would love to connect with publishers and studios for Indies, classic AA, family friendly, or casual titles that want to bring their game to a global audience”, says Content Partner Manager Rachelle Verheijden.

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Two part question. 1) Where does a decision like taking DA4 from single player to live service back to single player most likely come from? Do studio leads make that kind of call, or project leads? Or is it a publisher-side “mandate” based on market trends? 2) Rebooting like that must come with significant costs given all the “wasted” dev work, so what needs to happen to make them that confident that staying on course will result in smaller returns than starting over?

Ask a Game Dev

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.

Dev 59