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We throw ideas around, different puzzle mechanics, narrative elements and unique interactions,” Olczyk says. We love exploring different styles of puzzles, logic, pattern recognition, environmental interactions and even experimental mechanics like cooperative dialogues.” Play the demo now.
Magic Cauldron follows Wordle’s template, with similar mechanics but featuring potions instead of words. Here are just a few examples: Cooking Madness looked at how it could further monetize the concept beyond pickaxes with Pirate Treasure, which features a $4.99 premium battle pass.
Something I want to feel in a game rather than a structured concept. I sketch things out by hand, hang up the drafts all over my wall using tape and sit on the ideas, prototype mechanics, and just see what clicks. Play the Katanaut demo on Steam , full release later this year.
Each of the terms are the same basic concept - a demonstration of gameplay - but they each have small but important distinctions. Prototype - A playable example of a single gameplay system to prove out the concept. Examples might be character movement, a combat combo system, or a specific game mechanic.
According to Carlos Casals , 3D Artist and Co-founder of Ticking Clock Games, “We were throwing around all sorts of mechanics and game genres, but we kept coming back to one image; a flying ship.” ” Void Sails will be out on 1 May 2025, play the demo now on Steam. Gotta make sure Void Sails reaches the right audience!”
The game started as a demo shown on Reddit, but picked up momentum when Badland art director Juhana Myllys offered to mix and match his distinct artwork with the gameplay. Back in 2019, I was wasting time on Reddit and came across a short clip from a demo in r/indiegaming”, says Myllys. “I He’s also planning the overall game design.
We absolutely love coming up with new ideas and experimenting with crazy concepts.” The key idea was to use the gameplay mechanics from Vampire Survivors in a different genre. “We However, after testing this concept, we thought, ‘Why not add another hand?’ Play the demo of Vampire Hunters now.
Mechanical Hand The studio’s upcoming game, Atomic Picnic, is the brainchild of the company’s CEO, Camilla Slotfeldt. She drew a lot of the first concept art for the main characters. Like a mechanical hand and survival aspects inspired by the ‘ Roadside Picnic ’ novel.” ” Play the Atomic Picnic demo on Steam.
Each level also had unique mechanics and art styles that all tied into a cohesive whole. Then it cuts to concept artist Emily Johnstone anxiously trying to pitch design ideas to a group brainstorm meeting which she just happens to be the only woman in the room.
Kickstarter is viewed as a proof of concept and demand, offering valuable insights”, says Liebe. While game designers often prioritize mechanics, Kickstarter success relies on early visual appeal. Some even engage in Kickstarter campaigns for indie games or support them financially.
It enables game app developers to fine-tune their ideas, find possible issues and test gameplay mechanics before the game is built. Iterating on the game’s core concepts allows developers to evaluate whether or not their game idea will attract players. A prototype, however, might serve as a reality check for your game concept.
What started as a simple concept quickly turned into a game that challenges players with a mix of strategic depth and risk-reward mechanics. I think we have a similar attitude about what ‘good game design’ is, mechanically. Play the Axe Ghost demo now on Steam.
Concept Art. Since embarking on the huge endeavor to completely revamp the entire Kristala demo, we've had our artists and modelers working hard to recreate some of the props and environmental elements that already existed in the original Dalamase demo level. Why redo everything again, you might ask?
This system reflects our key underlying value of unity in the game, as we uniquely weave the theme into our mechanics. By blending his knowledge of lighting and cinematography with Arvinds character concepts and my designs, we were able to create very refreshing stylized art for our game, she says.
By using pre-built assets, our game app developers save time and effort in creating assets, and focus on other aspects of game development, such as video game mechanics , level design, and user experience. Apart from our top concept artists creating assets from scratch, developers can simply purchase or download them from the store.
We really loved how the demo was looking at the end of 2020, but we thought it embodied a bit more whimsy than it did darkness, so we've officially embarked on a complete overhaul of the entire demo level, including character models, level design, environments, and more. Concept Art. Are you ready to get dark, dear friends?
In last month's dev blog installment, we introduced you to the progress we'd commenced on the overhaul we're currently giving to the entirety of the Kristala demo—including characters, enemies, levels, and more. Concept Art. Right away, Harold dove into creating fresh, detailed concepts for each level area in the Kristala demo.
After over a year of exhibiting at various online game conventions, we can't properly tell you how stoked we are to be presenting an exclusive build of Kristala—featuring our revamped demo level—at this year's Play NYC convention. Concept Art. In the full version of Kristala, you'll be able to choose from one of six different clans.
Although we've tasked our newest concept artist and character modeler, Pete, with trying his hand at the textures for our main Anagativan characters (which you can see later on in this issue), Shelly spent the first half of this sprint finishing up her own textures. We can't wait to see what the other three will look like. Check it out!
It’s a fun little concept to add mostly because bless can be treated like a currency or like a prayer points which has huge implications towards the story. The game becomes really fun because of this new concept. When the demo gets released, I hope I get input from you through discord and what you want more in the game.
link] Concept Art. In order to initiate these changes, however, it was vital that we had proper environmental and character concepts to work from so that our 3D modeling team was fully capable of bringing the Kristala that exists in our minds to life in Unreal Engine. We can't wait to go back again next year!
Ever since my first design docs from Cogmind pre-alpha, written back in 2013, I always wanted a projectile deflection mechanic. Every few years I think about the concept again, and it finds its way into my ongoing notes in yet another location in some slightly-altered form or alongside some other content idea, begging to be implemented.
Beta 11 was a huge milestone in Cogmind development, having completed a comprehensive review of all items and their stats and mechanics in order to rebalance where necessary, a process I wrote about in detail last year. As part of this drive, for months I’ve been creating over 100 new items, most of them including new mechanics.
When venturing into the concept of how to make an iOS game , it’s essential to grasp the industry’s dynamics and market conditions. Tip #3: Start with a Clear concept and Idea The foundation of the best graphic games lies in a well-defined concept and idea. Tip #2: How to make an iOS Game?
Since then, we've been laser-focused on our next big milestone: completing the entire vertical slice for Kristala.Which means we're inching closer and closer to the official release of the game's demo too. Concept Art. Each clan's capital city will have its own unique starting point. 3D Modeling.
In this lesson we will begin to fix this issue by introducing size and reach mechanics. I want to know how size relates to space, both in units of feet (because many mechanics reference this real world unit) and in board tiles (where each board tile is the same as 5 feet). Then add a ReachProvider with a value of "Long".
Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.
In addition to implementing death animations, Will also modified our new backstab mechanics to be more in line with the results we were looking for, then worked on ensuring our Stat system properly displays in the crystal menu and properly performs clamps. Concept Art. We're really diggin' these changes. Take a look! Level Design.
It’s more important than ever to protect the hard earned spoils of successful live operations – both by spending wisely and by protecting product leadership from the randomization that comes with new product concepting. A game concept can come from anywhere. Standardizing the materials provided for the process is a good start.
UEFN comes equipped with its in-built game mechanics and physics, allowing creators to focus more on the gameplay and user experience rather than building a game from scratch. With a newfound passion for game development, the team put together a demo of their game and released it on Steam as an early access title.
demoed his technology around 2018, which is specifically around making 3D kind of scenes and world building with A.I.” On one hand, AI-generated content can free up designers to focus on other aspects of game development, such as refining gameplay mechanics or creating more intricate and emotionally resonant narratives.
This widely used AI software helps users visualize concepts and create simulated photos using any kind of creative input. This leading platform for artists provides a handy book on code and AI’s underlying mechanisms. They can also combine sketches with short texts to create unique and eye-catching scenery.
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