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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Cocoon is the first venture of Geometric Interactive , a Danish indie studio founded by Carlsen and his ex-Playdead colleague, Jakob Schmid. While he didn’t immediately embark on this ambitious project, the concept lingered in his mind and gradually took shape as a concrete game design.

Puzzle 257
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Kazakhstan-based Goodwin Games takes us on an emotional adventure in Selfloss

PreMortem.Games

Set in a beautiful, Slavic-inspired world, Selfloss by Kazakhstan-based indie studio Goodwin Games is an adventure that explores themes of grief, healing, and resilience. 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.

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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

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.

Puzzle 138
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Staying alive is all the victory you can hope for in The Forever Winter by Fun Dog Studios

PreMortem.Games

We wanted to turn the typical team-shooter on its head and create a game unlike anything else in the shooter genre,” says Fun Dog Studios CEO and Creative Director Miles Williams. Or die trying The team at Fun Dog Studios developed a dynamic combat system that keeps NPC enemies constantly fighting each other. Or die trying.”

Studios 166
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The walls are alive with tiny people in Cyborn’s Mixed Reality game Wall Town Wonders

PreMortem.Games

Within days, the concept was pitched to Meta and greenlit enthusiastically. From there, we tested a variety of prototypes and selected the ones that were the most fun, engaging and fit naturally into the theme of our town.” Agemans soon landed on the idea of open wall spaces as the perfect canvas for a miniature town.

Games 118
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Rebots by FlatPonies launches after 6 years “We’re ready for more ambitious projects”

PreMortem.Games

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. Don’t make a game for six years!”

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Two part question. 1) Where does a decision like taking DA4 from single player to live service back to single player most likely come from? Do studio leads make that kind of call, or project leads? Or is it a publisher-side “mandate” based on market trends? 2) Rebooting like that must come with significant costs given all the “wasted” dev work, so what needs to happen to make them that confident that staying on course will result in smaller returns than starting over?

Ask a Game Dev

Do studio leads make that kind of call, or project leads? A big decision like this tends to come from agreement between the dev team's executive producer, the studio head, and the publishing executives. Where does a decision like taking DA4 from single player to live service back to single player most likely come from?

Dev 59