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“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.
And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. Something I want to feel in a game rather than a structured concept. Playtesting is a huge part of the process, but also biased if you find yourself asking the same individuals for help. Whats your creative process?
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’.
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.
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.”
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.
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.
” Besides, when we – as gamers and game developers – put aside our frustration for a moment, we can actually see Monopoly for what it is: a solid concept with bad execution. Watch your playtesters’ reactions. With so many issues, it seems unlikely that Monopoly was thoroughly playtested.
A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” Playtest a Ton. The post How to Make Board Game Rules appeared first on Brandon the Game Dev. With this in mind, let’s talk about how exactly you can make board game rules. I have some guidelines.
Now look, some parts of game design – like playtesting or accessibility testing – can be tedious. “Do I care about the basic concept of the game?” The post 3 Signs It’s Time to Quit Working a Board Game Design Idea appeared first on Brandon the Game Dev. It sneaks up on you and gives you warnings.
This article is part of the game-dev advice newsletter Levelling the Playing Field by Rami Ismail. ” does not give them same context as “In playtests we found that a turn-based paradigm fits the prototype best, which answers questions raised about the prototype’s gameplay last week.”
At one point I helped King open their Berlin office, interviewing potential members of their initial dev team. During the following Playtesting session, the game designer is unimpressed with the current state, mentioning missing features. Understand how the candidate approaches problems Engineering is a varied and ever changing sector.
After the loss of my father, I began working on the Bob project and realized that the story and concept had been with me for years, he says. Financial success Solo dev Tuomas Auronen , operating under the name Redbeak Games , looks pretty relieved three days after the launch of his game Mortal Glory 2. Strategic partners are crucial.
So how do we actually bring all of these concepts together practically? We can then try these values to start with for our playtests and see how they feel. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent questions: The FAQ Got a burning question you want answered?
As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them. In fact I have two new concepts for teleportation tech, which is kinda funny because of how they evolved out of the same idea.
Beta 11 is finally tackling this project, and we’ve already seen it manifested across propulsion , weapon mechanics , storage units , fabrication and more, but the comprehensive item-by-item review has only come to pass as part of the conclusion to this dev cycle. Fine tuning. Trap Extractor demo.
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!”
In playtesting so far this (among other benefits we’ll get to later) is already clearly tempting players who would otherwise always prefer regular branches over infiltrating a Garrison. The above samples show encounters added to a variety of Garrison layouts, highlighted with a dev visualization overlay.
That concept had been floating around the studio since 2017. After launching Jumplight Odyssey in August of 2023 the studio failed to secure additional funding and was forced to lay off the entire game’s dev team in November. One was an easy choice, Jumplight Odyssey. The second game was Solium Infernum.
I’ve split it into five sections for your convenience: How Ben, Sarah, and Will Got Started How Working in a Team Feels The Downsides of Teamwork Communication in a Team Advice for New Game Devs. Sarah: It was also in 2013 that we met Ben and were playtesters for his game Tower , which he launched on Kickstarter early in 2014.
“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.
We're so happy you're joining us for another epically magical installment of the Kristala Dev Blog! This is the place where we break down all aspects of development for 3D Dark Fantasy ARPG Kristala—an indie game in developed by the wildly talented dev team behind women-owned indie games studio, Astral Clocktower Studios. Concept Art.
After months of toiling in a secluded attic, the last weeks of which were particularly grueling, we finally took Second Hand to its first public showings: first to Dev-Play in Bucharest and shortly thereafter to Clujotronic in our very own Cluj. It was scary, thrilling, amazing and… we won the Dev-Play Indie Pitch! Color me excited!
Playtesting storytelling. Dylan: This was massive because visual learners were totally shut out of the whole concept of upgrading their café with decorations since the verbal explanation went in one ear and out the other. Thanks for having me on-board the Brandon Game Dev express! Dylan: You’re welcome.
Garret is a sharp guy and a good game dev. It was designed around the concept of creating a version of a simple game that kids were already familiar with, that also incorporates physical activity as part of the game. Brandon: Let’s say I’m a brand new board game dev. How long does board game development take?
That aspect being players dropping pieces into the monsters’ stomachs and strategically arranging them to maximize their overall “satisfaction” Monsters are eating adventurers with their stomachs being some kind of puzzle that you drop the adventurers into was the initial concept. Final Thoughts.
Violence is usually the first thing to prototype in an action game, but here it surprised me how much work it took to hack violence into an existing system that had no concept of it. Since cops ignore consent, I had to program special cop-only exceptions in my core TestSexMood() code function. L of semen for each one.
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