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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.
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.
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.
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.”
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.
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!”
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?
The small team of six to seven professionals is tasked with wading through roughly 150 new concepts per month, determining which few might have the potential to become the next big title. Kepler Interactive’s selection process hinges on more than just a game’s polish—it’s about the ‘vibe’ and the unique potential of the concept.
The Netherlands may be a small country, but there are many talented studios making amazing games. Like Sony Worldwide Studio Guerrilla Games that recently delivered the critically acclaimed PSVR2 title Horizon: Call of the Mountain. Dutch Indies Like Paladin Studios.
As avid fans of Studio Ghibli’s animated movie Porco Rosso, Rob Hartley and Diccon Yamanaka were inspired to create a game about seaplanes flying around in a beautiful Mediterranean setting. As we were prototyping there was still a feeling the game needed more action. Based in Vancouver, Canada, The Brew Barons is their debut title.
If the game launches well, a significant portion of the team can stay on to do post-launch content and the others can join in-progress projects at the studio or at other studios owned by the publisher. There needs to be other projects in development to pay for those people after the game launches.
It shows the everyday work of medium-scale commercial game dev in unprecedented detail: the creative high of successful collaboration as well as the ugly prototypes, grueling bug fixes, and painful miscommunication. 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.
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.
A lot of brainstorming and analysis goes into developing the concept that sets it apart from the crowd. A sure proof of the concept or idea has to be generated to see how viable and feasible it will be for the gaming studio to develop the game.
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.
It allows artists to bring concepts to life by adding depth, texture, and realistic lighting to their designs. From 3D architectural renderings to product prototypes and virtual environments for games and movies, 3D visualization is used across various industries to visualize ideas, streamline workflows, and communicate concepts effectively.
Development studio Gametopia has translated their love and admiration for the works of the author into an original tale, told through a pixel perfect point-and-click adventure. At first glance a normal indie game studio, but the co-founders live and work continents apart. What you create is a representation of a concept, an emotion.
Prototype is ready! But I can now proudly announce that a playable prototype for the video game GenoTerra is finished (and I graduated with the Master in Design *yay*). The idea of a helping instance was indeed present in a very early stage of the concept. Watch the new trailer for GenoTerra right here: 96. The Mechanik II.
The indie game that does this especially well is A Space for the Unbound by Mojiken Studio. Coming of age story Mojiken Studio is based in Surabaya, Indonesia and has been around for over ten years. It started as an outsource studio that focused primarily on illustration. ” “In 2015 we did a game jam at Mojiken Studio.
I usually start with a location or concept from which I build a ‘mind map’. This finally leads me to prototyping and validation. This concept grew organically from a single idea. By September 2022 I had most of the design and lore elements of the game ready, including several prototypes, but it all looked terrible.
The developers of Fireplace Games made an early prototype of the game while still in school, but are now well on their way to release it as a full-fledged game. The original 8 member team that built the prototype at Rubika – school for Game design and animation in Valenciennes, France- all went their separate ways after graduating.
Development studio Gametopia has translated their love and admiration for the works of the author into an original tale, told through a pixel perfect point-and-click adventure. At first glance a normal indie game studio, but the co-founders live and work continents apart. What you create is a representation of a concept, an emotion.
The indie game that does this especially well is A Space for the Unbound by Mojiken Studio. Coming of age story Mojiken Studio is based in Surabaya, Indonesia and has been around for over ten years. It started as an outsource studio that focused primarily on illustration. ” “In 2015 we did a game jam at Mojiken Studio.
Game concepts: In this phase, some of the questions asked are - What will be the genre of the game? Concept Art: Concept art shows how the characters, objects, buildings, and areas will look. Concept Art: Concept art shows how the characters, objects, buildings, and areas will look. What is the time frame?
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. Brandon: So is Undine Studios just the three of you? Will: I know for me personally, projects are a big concept. Brandon: How I imagine teams as a solo dev.
Archviz has become increasingly popular in the architectural and adjacent industries, with many studios and firms using it to visualize all types of projects before construction begins. This type of visual representation can also be used for marketing purposes or to help explain and clearly lay out complicated concepts and systems.
” 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.
Headquartered in Paris and overseeing over 100 studios worldwide, Voodoo operates like a well-oiled, data-driven machine. If you’re an indie studio hoping to launch a hit game, you might want to think about partnering up with Voodoo, because they excel at what they do. Despite this extensive prototyping, only about 0.4%—approximately
After a few days of earnest discussion, ideation and research, we developed a concept called Escape Mail. Step 2: Prototype. I will often work with international contractors who specialize in puzzle design to collaboratively come up with concepts. I love the front-end of the process. Step 1: Wonder. Step 3: Discernment.
Supercell announced over a year ago that they will be opening a studio in North America. Predicting the Future of Supercell’s Brand New Studio A year ago, Supercell announced their intention to open a studio in North America with the mission of developing games for PC and Console. In Today’s Email ? Subscribe here!
You want a really simple, fun concept at the core of your game. Make sure you can describe it in a single sentence and make a prototype. But remember, prototypes are never perfect. Sometimes, the data can show that a prototype isn’t working as well as you hoped.
Similarly, the vertical slice also serves as a proof-of-concept for an internal project and used to get the green light for continued development. What's more likely to happen is that they fund initial prototypes for several new game ideas, then approve the more promising ones and cull the rest. Call of Duty, Pokemon, Madden, etc.).
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. If I’m happy with this design, I’ll prototype it and test that prototype. This is never a good thing.” What’s your creative process? “It From there I take it step by step.
Being a one-man studio, Sergio managed to produce, release, and publish two successful VR titles. But I didn’t enter the industry professionally until 2007, where I worked at a couple of small studios as a gameplay programmer. And that resulted in the first prototype of Dreadhalls. Not that this stopped Sergio Hidalgo.
At some point, Ora (one of the founders) had a dream about a field of breasts, and when she mentioned it to her son, who is the CEO of the company, he decided to develop a prototype. So far, Panteon is the studio that has reaped the most benefits from it with its 100 Mystery Buttons : 6.5M
As a pioneer in the field, Silkin reminisces about the time when VR was essentially a prototype cluttered with wires and bulky headsets. ” However, he admitted that the market was muddied by the “mad dash to the metaverse,” an idea that intertwines VR and AR technology with the concepts of Web 3.0 and blockchain.
3D Modelling 3D Animation FX Concept Art 2D Animation Game Design Game Programming 3D Modelling: Shaping Virtual Worlds “3D modelling is a rewarding career where you get to bring concepts and 2D imagery to life, sculpting personality and story into characters, objects, and environments. to evoke empathy in the audience or player.
This is what the game looked like as a prototype. We spend a few months in this prototype developing the algorithms on how points are generated, what decisions players make, and how virtual games are reviewed and judged. We took our prototype and ported it from C# to JavaScript.
External art studios have access to the latest tools and technologies, ensuring that the artwork is of the highest quality and meets industry standards. Also, experts need to collaborate to ensure your game’s thorough prototyping and testing. However, it requires more than the construction of game concepts and testing.
Here are some of them: AI-Powered Content Creators Ludo AI: This tool excels at generating gameplay concepts and mechanics based on your preferences. Sketch a rough concept, set some parameters, and Dimensions will generate 3D models, textures, and animations. appeared first on Hashbyte Studio.
The first big mistake most developers make is starting with pretty art, making a simple prototype, and then expect to develop the rest of the game the same way. Wait, shouldn't a prototype come first? After a good idea, the most natural action is to prototype it. Making a prototype. Well not really. are on the right path.
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.
a mobile and PC games studio located in Southern California. And most recently, Travis founded Carbonated Inc, a mobile and PC games studio located in Southern California. Do not fall in love with product, fall in love with building a really successful studio by shipping and learning as quickly as possible.
We recommend that new users start with our official Step by Step tutorial to learn the basic concepts of Godot. Other noteworthy improvements are the support for MonoDevelop/Visual Studio for Mac as well as Jetbrains Rider as external editors, C# 8.0 Holger Dammertz's Voxel Works Quest prototype made with Godot for Oculus Quest.
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