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BitCake Studio , an indie game development studio based in Brazil, is celebrating its 10th year in the industry. “We didn’t know each other, we just all got a call from a bigger studio that told us we could use some of their spare space to develop video games. . There was a bunch of things she wanted in the game.
Polish indie studio Eleven Puzzles has been making a name for themselves as the creators of some fine cooperative puzzle games, like Unsolved Case and Unboxing the Cryptic Killer. Co-founded by Adrian Olczyk and Karolina Pytka, the fully remote studio has been crafting unique multiplayer puzzle experiences since its inception in 2020.
FlatPonies , a Copenhagen-based game development studio, is finally launching Rebots , a first-person automation game that invites players to explore a universe full of quirky robots and expansive worlds. Rebots came from a simple concept. We entered Steam Festivals, ran regular playtests and used social media.”
BitCake Studio , an indie game development studio based in Brazil, is celebrating its 10th year in the industry. “We didn’t know each other, we just all got a call from a bigger studio that told us we could use some of their spare space to develop video games. . There was a bunch of things she wanted in the game.
. “I wanted IHAS to deal with so many philosophical concepts,” Pidiashenko explains. Crafting this project largely alone, Pidiashenko (working under the company name The Difference Studios ) navigates both the creative and practical demands of development in a uniquely personal way. Playtest early.
This couldn’t be truer for Kushal Sithlu , CEO of the South African studio Pineapple on Pizza. Today, his award-winning studio, just a year old, has been a part of the prestigious Google Indie Games Accelerator and the Creation Africa Program. Last year, it felt more grounded yet exhilarating as I represented my studio.
Alice Ruppert , a leading authority on equestrian games with her website The Mane Quest and a producer on the game, spent most of 2023 working on its inception and concept, laying the foundation for a game that faithfully portrays horses. Everyone is encouraged and welcome to contribute their ideas.
I usually start with a location or concept from which I build a ‘mind map’. But the process doesn’t end there, and usually I keep discovering things that make me go back and forth and iterate, playtest, iterate, refine, playtest, iterate… I definitely recommend getting feedback from external playtesters at each step.” “I
As an independent studio always running out of money, DF has to constantly seek new deals and diversify its projects: Headlander for Adult Swim, Rad for Bandai Namco, and now some sweet sweet Sony VR money. Tech-wise, it's a vertical slice "learn Unreal 4" project, a big shift from a studio that used to roll its own in-house engine.
This scenario based question covers various different aspects of working on a live game, including investigating common infrastructure scaling concepts, communicating with other team members, and keeping calm and working under time pressure on a game that’s experiencing an outage. How would you approach this?"
AWS presented playable ads for Ludeo and powering Xsollas game streaming service, to game streaming smart TVs for JackBox Games and a time-saving proof of conceptplaytesting workflow for Epic Games. Image 2: GDC 2025 attendees demo Amazon GameLift Streams.
” 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.” For any e-mail relating to sales, pitching, or decision-making, try using the concepts of BLUF.
All this before there’s ever any playtesting done. It usually starts with a ‘think pad’, which is basically just a google doc where I write down anything to do with a specific game concept. “Having full control over the entire project and its creative direction counts as a pitfall too. I realized I missed this aspect a lot.
For independent studios, creative marketing strategies like crowdfunding and early-access Beta releases play a crucial role. The proof of concept is crucial, helping decide if the game is feasible, its cost, team size, and timeline. Playtesters are vital in finding bugs, glitches, and potential issues.
I used GenoTerra to research and reflect about the design process using procedural generation in the creation of base shapes that the designer/s in a studio can use to create a more coherent game world. The idea of a helping instance was indeed present in a very early stage of the concept. What was the Thesis about? The Mechanik II.
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. Developer Dmitriy Gusev , operating under the name Diedemor Studio, made this game by himself. No amount of playtesting is ever enough, he says. War (what is it good for?)
After a year of preparation, while making my first game after work hours, I launched Choose Red Studio with the ambition to create pure experiences, respecting players and everyone involved in the project. I have a lot of respect for big studios that, even with talent and budgets, manage to produce rich, coherent works with real soul.
We’ve always considered Solium Infernum to be a diamond in the dark”, says co-founder and Studio Director Trent Kusters. “So That concept had been floating around the studio since 2017. With the success we’d had with Armello’s Heroes and that being a strength of our studio, the eight Archfiends have been a true labour of love.
To give you a sense of what it’s like to work on a team, I’ve reached out to the three members of Undine Studios – Ben Haskett, Sarah Reed, and Will Reed. 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. Will is the lead designer.
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. We ultimately ended up choosing the first option to include on the character in game.
The game was developed by Raven, one of the historical CoD mainline studios, and Activision Shanghai, a local team assembled for the project. Ni-Zhan was the local competitor to Crossfire and the first FPS developed by a then unknown internal Studio called TiMi. There was no concept of events or free/ earnable content.
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