Remove Concepts Remove Cutscenes Remove Indy
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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

Polish indie studio Eleven Puzzles has been making a name for themselves as the creators of some fine cooperative puzzle games, like Unsolved Case and Unboxing the Cryptic Killer. ” Once a concept is chosen, it goes through a prototyping phase where function takes priority over form.

Puzzle 138
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Aerial_Knight’s We Never Yield developer Neil Jones “I’m proud of the story and design”

PreMortem.Games

“I shared the concept with them early on, and they were fully on board, which boosted my excitement. “They handled functionality, building everything off the first game, letting me focus on creative aspects like story, cutscenes, music, voiceovers, and art,” he notes. .

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Korean indie dev Funnylocks “We made Unstoppable for a global audience”

PreMortem.Games

More and more South-Korean indie game 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 Plus, various Korean indie games that launched on Steam have experienced considerable success.

Indy 104
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Design review of Redfall by Arkane Studios Austin

Radiator Blog

Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. All the dynamic cutscenes and dialogue sequences relied on 4 player characters all bantering amongst each other like in Buffy or something. But not really.

Studios 246
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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

This isn't a big apocalyptic video game betrayal cutscene where a villain reveals himself and destroys a castle, instead it's a smaller deeper betrayal that instantly brought me back to being a teenager. A high concept with a high execution. You talk but they don't listen. Maybe you'll just stop talking to them altogether?

Indy 130
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Deathloop deconstruction / design thoughts

Radiator Blog

I know it's easy for armchair indies like me to complain about pulling punches. The game says you must kill her first, like this, always -- and if she always dies so early, that means her concept doesn't get to interact with anyone else. TUTORIAL The tutorial happens across 3 in-game loops.

Fighting 130
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Emerging Trends in Game Art: Real-Time Rendering, Stylized Game Art, and Beyond 

iXie gaming

Real-Time Rendering For decades, game developers relied on pre-rendered cutscenes and static assets to deliver high-fidelity visuals. Technical Flexibility: Stylized visuals require fewer resources than hyper-realistic graphics, making them ideal for indie developers and smaller studios. Why Stylized Art is Gaining Popularity 1.

Art 52