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Solo dev Jason Nicot on his new project Sanctua “A more mature party game”

PreMortem.Games

It’s important to stick to the plan to avoid spending years making prototypes, that you will need to adapt in most cases after the first playtests. We are lucky to have passionate communities on all subjects, and it’s easy to interact on concepts, techniques, or production. You just have to remember that!”

Dev 239
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

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’. I definitely recommend getting feedback from external playtesters at each step “On each one of those steps I end up having one or more concrete ‘products’.

Dev 160
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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

“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.” Playtest early.

Dev 104
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Why Gamification Makes Everything Else More Fun

Brand Game Development

The concept is simple: through gamification, you take the elements we associate with games – point scoring, competition, rules – and apply them to something else. Businesses have fallen in love with this concept because they’ve found that gamification works wonders for motivating people.

UX 130
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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

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. All this before there’s ever any playtesting done. This is never a good thing.”

Dev 104
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Theme vs. Mechanics

Brand Game Development

Now that we’ve accepted that theme and mechanics are imaginary, abstract concepts, let’s put them to use. Through playtesting, you can answer the question “do the mechanics suit the theme?”. The post Theme vs. Mechanics appeared first on Brandon the Game Dev. There is no hard-and-fast line that splits mechanics and theme.

Mechanics 100
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Among Us VR dev talks about how to create immersive worlds

Game Analytics

“It’s clear that simulation, as both a genre and concept, is far more popular in VR than in Console and PC games. Playtesting is crucial at this point. And many of the regular tricks that devs use to save on rendering costs are lost when building VR games. “It It’s also defined a bit differently.

Dev 91