Ex-Phoenix Labs devs reveal now scrapped 'Project Dragon' game
Game Developer
JULY 15, 2024
Concept art for Phoenix Labs' cancelled game reveals a fantasy crafting-RPG in the vein of Minecraft and Legend of Zelda: Breath of the Wild.
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PreMortem.Games
FEBRUARY 5, 2025
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. The post Solo dev Esteban Hernandez spent 7 years on Creo God Simulator: “I’ve learned perseverance” appeared first on PreMortem Games.
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GamesIndustry.biz
FEBRUARY 7, 2024
2K Games has reportedly laid off an unknown number of developers at Visual Concepts Austin. I have had a great time over the past couple of years working with some of the finest game devs in the industry," Bowling said.
PreMortem.Games
OCTOBER 30, 2024
“I wanted IHAS to deal with so many philosophical concepts,” Pidiashenko explains. That’s why I wanted IHAS to deal with so many philosophical concepts.” After finishing IHAS, I will start to build a strong team to work on games that are beyond my scope a solo dev.” How did you get the idea for IHAS?
Mircosoft Game Dev
JANUARY 16, 2025
Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. Input Input saw a lot of incremental improvements and polish this dev cycle. dev cycle slightly too late to be included in 4.3. dev 1 ) and the MetalFX upscaler (mentioned above). down to 0.2 ( GH-97281 ).
PreMortem.Games
SEPTEMBER 8, 2023
The Hanover, Germany based solo dev describes his creative process as ‘a mix of perfectionism and empathy’. Only a few weeks in I had the fundamental concept. The post Solo dev Feryaz Beer’s debut Super Fantasy Kingdom “A weird mashup of genres” appeared first on PreMortem Games.
Grumpy Gamer
MAY 24, 2022
Looking forward to getting a concept artist. Things come alive for me when concepts start to come in. May 25, 2022 Yep, this dev diary didn’t last long. I know we’ll slow down when we have to do all the details. Nov 17, 2020 Starting up diary again… maybe I’ll be able to keep it going this time.
PreMortem.Games
JANUARY 6, 2025
The concept for The Last Three stems from Putnais fascination with resilience and the complexities of human relationships. Marketing, unfortunately, hasnt gotten any easier and I still dont feel comfortable in this area, Putnai confesses.
Ask a Game Dev
FEBRUARY 3, 2025
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 ].
PreMortem.Games
NOVEMBER 17, 2023
Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. I usually start with a location or concept from which I build a ‘mind map’. This concept grew organically from a single idea. The toll on your mental health can be quite high for solo devs. What’s your creative process? “My
Ask a Game Dev
FEBRUARY 27, 2025
Bungie probably realized that some of their old content would be made obsolete around the time they committed to the "Vault" concept. Short questions: Ask a Game Dev on Twitter Short questions: Ask a Game Dev on BlueSky Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ That's what I suspect happened.
Ask a Game Dev
FEBRUARY 13, 2025
A big decision like this tends to come from agreement between the dev team's executive producer, the studio head, and the publishing executives. Usually when this happens, there's also some reassignment of the dev team, either layoffs or transfers to other projects. Do studio leads make that kind of call, or project leads?
PreMortem.Games
JANUARY 30, 2025
Something I want to feel in a game rather than a structured concept. The toll on mental health can be quite high for solo devs. And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. Whats your creative process? It usually starts with a mix of loose ideas floating around in my head.
Grumpy Gamer
MAY 25, 2022
Looking forward to getting a concept artist. Things come alive for me when concepts start to come in. Yep, this dev diary didn't last long. I know we'll slow down when we have to do all the details. Nov 17, 2020. Starting up diary again. maybe I'll be able to keep it going this time. Thinking about the ui. Nov 18, 2020.
Brand Game Development
DECEMBER 30, 2019
“Accessible” is a loaded word in board gaming, but the basic concepts are simple: make games for as many people as you can. You can read more about that in my article here: Setting Up Social Media as a Board Game Dev: A Primer Course. My first game, War Co. truly became alive when I got the first art from James Masino.
GamesIndustry.biz
MAY 13, 2024
Plenty of GamesIndustry.biz readers are familiar with the concept of crowdfunding, with well over a decade of Kickstarter campaigns helping to bring many a game to market. Less common, however, is equity crowdfunding.
Ask a Game Dev
NOVEMBER 12, 2024
and programming generally pays a lot better than indie dev work. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ You can even consider the day job as a means to earn some funding to build a demo that you can use to shop around for investors and further funding.
PreMortem.Games
OCTOBER 2, 2024
What started as a simple concept quickly turned into a game that challenges players with a mix of strategic depth and risk-reward mechanics. Solo devs have to be generalists, and that’s not for everyone”. I think this helps with keeping game dev burnout at bay.” And if you like your team (you should like your team!),
Ask a Game Dev
APRIL 8, 2025
Instead, World of Warcraft would introduce the concept of the "stat squish" where power and complexity curves would be flattened - a sort of global scaling down of power to keep the complexity and power of new content from getting too ridiculous. What might some alternative options be for reducing power and complexity for legacy content?
PreMortem.Games
NOVEMBER 3, 2023
I sketch many times, not only my concept art but even game mechanics. Crude will release on 22 December 2023 and Remote Life 2: Fearless on 7 May 2024 The post Solo dev Mario Malagrino “The psychological pressure is the worst part of game development” appeared first on PreMortem Games. What’s your creative process?
Brand Game Development
FEBRUARY 1, 2021
Brainstorm game concepts for 30 minutes. The post Make a Board Game in 28 Days: A Challenge by Brandon the Game Dev appeared first on Brandon the Game Dev. Make a Board Game in 28 Days: Printable Download. Stuck along the way? Pick one idea worth pursuing. You can always switch later!). The fear of living in a wasteland?
PreMortem.Games
JULY 15, 2024
Known for his breakout solo project, Aerial_Knight’s Never Yield, Neil Jones has now teamed up with British dev studio BetaJester to bring its successor, Aerial_Knight’s We Never Yield , to life. “I shared the concept with them early on, and they were fully on board, which boosted my excitement.
Radiator Blog
MARCH 16, 2023
Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey , chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021.
PreMortem.Games
SEPTEMBER 28, 2023
He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. But for me it might be different than for other solo devs. This is never a good thing.”
Ask a Game Dev
DECEMBER 31, 2024
Let me illustrate this concept in two gifs. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ First, we create a very specific target for players to focus all of that anger on. ALT We want the player to feel that anger, just not at the game.
PreMortem.Games
JUNE 7, 2023
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?
Ask a Game Dev
MARCH 29, 2024
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. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
PreMortem.Games
OCTOBER 28, 2024
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. Games that are intriguing based solely on their concept and a simple game loop.” Players use a magic staff to battle the dark Miasma overtaking the world.
PreMortem.Games
JANUARY 29, 2024
The concept for Unstoppable, where office workers are infected by a mysterious gas, followed after discussions with Lead Game Designer Cho Si-wook. “We The post Korean indie dev Funnylocks “We made Unstoppable for a global audience” appeared first on PreMortem Games. Yet, because of such experiments, there are victims.”
That One Game Dev
JULY 13, 2023
If you're a beginner programmer you might find some concepts harder to learn and in this article I would like to suggest some books that I've used to learn and understand programming and some that I've heard are really good even though I haven't read myself.
PreMortem.Games
AUGUST 19, 2024
For Romanian solo dev Tarba Paul Cornel , his journey has been driven by a deep love for storytelling. I was switching a lot between different ideas, concepts and made the mistake of announcing it a bit earlier than expected. How did you get the idea for Left to Rot? “I Don’t we all love a cool ghost hunting game?
Brand Game Development
MAY 7, 2018
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. Last but not least, you can always buy Instagram followers. How have your experiences on Instagram been?
Astral Clock Tower Studios
MAY 27, 2021
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 ).
Ask a Game Dev
JANUARY 16, 2025
In cognitive psychology, theres this concept calledCognitive Load. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ It refers to the maximum number of things a person can easily remember and recall at once.
Astral Clock Tower Studios
APRIL 21, 2021
Welcome back to another magically entrancing issue of the Kristala dev blog. Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold.
Astral Clock Tower Studios
JUNE 29, 2021
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.
Astral Clock Tower Studios
JANUARY 14, 2021
Welcome back to the ever-enchanting Kristala dev blog, where you'll get a front-row seat to the development process for the inaugural title from the leading ladies at Astral Clocktower Studios—a female-owned indie games studio based in Central PA, USA. Hello, loyal Kristalans and faithful fantasy fanatics! 3D Asset Design.
Brand Game Development
NOVEMBER 17, 2017
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. “Fun” is a nebulous and weird concept for game developers. At this point, I don’t even chase “fun” because it’s a vague, poorly defined concept. Click here.
Brand Game Development
DECEMBER 12, 2016
For gateway gamers, you’d prioritize a simple game based on straightforward concepts, understandable strategy, non-gamey language, approachable graphics, a short play time, and general ease-of-use. appeared first on Brandon the Game Dev. You would then have a trade-off.
Astral Clock Tower Studios
FEBRUARY 24, 2021
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.
Astral Clock Tower Studios
DECEMBER 11, 2020
You're just in time for the latest installment of the ever-enchanting Kristala dev blog, a monthly compilation of the game development completed for indie 3D dark fantasy ARPG Kristala in November 2020. Plus, we'll introduce you to three of our newest talented dev team members too! Welcome back to the fantasy, friends! 3D Asset Design.
Astral Clock Tower Studios
DECEMBER 19, 2021
Thanks for joining us for another exciting and epic issue of the Kristala Dev Blog. The dev blog is where we share all the behind-the-scenes dev action for Kristala, a 3D Dark Fantasy ARPG developed by the incredibly talented team at women-owned indie game studio, Astral Clocktower Studios. Concept Art.
Astral Clock Tower Studios
OCTOBER 8, 2020
We're heading into spooky season, and there's no better way to celebrate an eerie action-adventure game than diving into the newest issue of the Kristala game dev blog. As we move into the final quarter of 2020, our (incredibly good-lookin') dev team has been churning out new and exciting updates that we can't wait to share with you.
CG Spectrum
NOVEMBER 24, 2022
Through this unique online network, Alan connected with Advanced Concept Art Course graduate Dogyeong (Do) Lee and Game Design Course graduate Alexios Vasilakis who both joined the Overwrite Interactive team. About Overwrite Interactive's global game dev team & their roles. for the pixel artist to use as a base. Dogyeong L.
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