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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.
In the upcoming Sci-Fi Action-Puzzle FPS IHAS , from Ukrainian solo developer Vladyslav Pidiashenko , players wake up aboard a giant, desolate spaceship swarming with hostile robots. “I wanted IHAS to deal with so many philosophical concepts,” Pidiashenko explains. It’s used to both fight enemies and solve puzzles.
Laying down the backbone puzzles for Act 1. Jul 24, 2020 Started the Puzzle Dependency Chart for Act 1. 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. Thinking about the ui. I hate the current status-quo.
Laying down the backbone puzzles for Act 1. Started the Puzzle Dependency Chart for Act 1. 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. First "real" design meeting with dave. Jul 24, 2020. Jul 27, 2020. Jenn started.
Our fifth place entry is a puzzle game where you need to manipulate a stream of particles using attractors. Solve puzzles while casting magic spells to find your way out. All within a church environment that fits the concept well. Top 5 Lets take a closer look at the top 5 entries! Our third place is a horror karaoke game.
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.”
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. Kazimir’s staff is more than just a weapon, it’s a dynamic tool that players can use to solve puzzles, combat enemies, and cleanse the Miasma.
Solve puzzles and wander your way across the iris, and through the life, of Impressionist painter Claude Monet. Asking and discussing general ideas about themes or concepts, ‘I’m thinking of making my eye game about Monet now… what do you reckon?’. The original concept was a game set inside an eye. The day to day.
Solve puzzles and wander your way across the iris, and through the life, of Impressionist painter Claude Monet. Asking and discussing general ideas about themes or concepts, ‘I’m thinking of making my eye game about Monet now… what do you reckon?’. The original concept was a game set inside an eye. The day to day.
You see, the whole concept of the game is that you are trapped in [insert place] and you have to solve riddles to get out. The game is full of mysteries, riddles, and puzzles. Some of the puzzles in Exit Games, much like in real-life Escape Rooms, are devilishly hard. They can also only be played once due to their nature.
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. Gerel battling enemies.
Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. In today's issue, we're servin' up some serious updates on a few large-scale, ongoing 3D models and concept pieces. In our last issue of the Kristala dev blog, we showed off the initial model Karena completed for a Nisargan-themed bed.
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 ).
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.
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.
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.
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.
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.
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.
Hello, and welcome to the official Kristala dev blog, where we break down the development process for 3D Dark Fantasy ARPG Kristala each month. If you've been keeping up with our dev blogs already, you know that they're pretty hefty when it comes to content. Concept Art. BUT WAIT, THERE'S MORE! Kristala at Play NYC 2021.
Welcome back to another exciting issue of the Kristala Dev blog. Here's how it works: each month, we share all the progress every branch of development has made as they collectively work towards completing Kristala's vertical slice—from stunning concept art and 3D models to custom animations, level design, and everything in between.
That's why we were super excited when we learned that this year's fifth-annual Play NYC convention would be held in person (with tons of awesome precautions in place to ensure all devs, speakers, and attendees were kept safe and healthy). link] Concept Art. We can't wait to go back again next year! In-tact and broken Amulets.
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.
Targeting Attention, Interest, Desire, And Action Product Your Niche Price Process & Logistics Core Concepts of Promotion Outreach Reviews Distribution Kickstarter Advertising. This concept is called product-market fit. I’ve mentioned the AIDA model before in How to Get Big on Twitter as a Board Game Dev.
You're currently tuned in to the official Kristala Dev Blog, a monthly compilation of all the development done on our first game, Kristala: a Dark Fantasy ARPG created by women-owned indie game studio, Astral Clocktower Studios (hey, that's us!). Concept Art. First, James worked on the concept for our Warp VFX sequence.
Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. none of Dishonored's morality system and I think this is good, the "stealth puzzle = humane cage free assassination" philosophy has aged poorly imo 69% less stealth.
Though it is easily overlooked, especially for newer devs focused more on the nitty-gritty of game development, the atmosphere is a crucial component for any successful release. Atmosphere’ vs ‘Game-Feel’ In game development, there is also another closely related concept of ‘game-feel’. This is the power of the game atmosphere.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzle, arcade, and simulation games. Puzzle games have a simple yet addicting core loop: playing levels. Puzzle games have a simple yet addicting core loop: playing levels.
Once you craft the basic concepts of your game and find the right mechanics to express them , you have to set rules. These elements combine to create the central puzzle of each turn in Tasty Humans. 2) appeared first on Brandon the Game Dev. Creating a great scoring system in a board game can be a difficult process.
I realize that I could just try and solve the crime without moving the puzzle piece around, but there is something so satisfying about hearing the dice roll and getting to click-clack your piece around the board. That was mind boggling to me and a completely new concept. I was sold. This is the first in a five-part series (maybe more)!
The answer to this puzzle lies in understanding the following facts: Logic sets information into Physics, but it does not need to retrieve data from it. To make this easier, we came up with the concept of Servers. For custom engines in large games this can be a benefit, but for us it impacts usability.
Will it be a 2D puzzle or an AAA game like Grand Theft Auto V? Experience and Size of Dev Team Professional gamers team with headsets at the table at computer playinng video games. E-sports team, group of gamers, pro gamers team concept. What kind of graphic resolution and quality will you use? And what genre will you pick?
Here, we create single accounts under different OUs to host our prod, dev, staging, and test accounts; we also include accounts for shared services like your build farms or analytic pipelines for dashboarding. Above is an example AWS Organizations structure for single game developers and smaller game development studios. Conclusion.
Highly narrative, intricate puzzles, and immersive storytelling. We used the term actively on MUD-Dev back in the day, making the distinction between simulation and “stagecraft.” It famously only added any crafting because the dev team saw it in UO during beta. This, in fact, was what my signature design style was.
Charles Lee (Art Lead) , veteran art director and concept artist with past experience at Blizzard , Sony Pictures Animation , and who until very recently worked in the Visual Development of Netflix hit Arcane (damn!). I won’t forgive you for that, Supercell!) PS5 and Modern Warfare 2 help drive November spending to $6.3
As a consequence, autochess has remained as a niche concept that hinted at a strong potential but that nobody has been able to find a way to turn into a profitable product ready for mass adoption (at least in the West). The concept of a seasonal content reset it’s a risky but high reward opportunity. What’s different with Clash Mini ?
The motivation for this article is that many devs asked me to write it for a long time. I tried to contact many of the devs to ask them what the reasons were and, in most cases, they were not technical but related to the scope of the project being difficult to manage. Many games were released, but a large amount were abandoned.
The above samples show encounters added to a variety of Garrison layouts, highlighted with a dev visualization overlay. While some players enjoy puzzling out creative ways to get ahead, at the extreme end it eventually devolves into optimal tedium which is overall harmful to the experience. Some concepts: More enemies could show up?
In my Tasty Humans Designer Diary posts so far, I have focused on the puzzle aspect of the game. The design process really started with the puzzle. The design process really started with the puzzle. This concept would end up remaining true into the final design. 4) appeared first on Brandon the Game Dev.
A dense randomized mini-chess puzzle where everything matters. 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. L of semen for each one. So for example, instead of redeeming two men for a +3.0
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