This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
I can really implement my vision, and I have the flexibility to add in content and mechanics that Creo’s fanbase and others would like to see. I also speak with my friends, family, and community extensively to get feedback on lore, game mechanics, design, and more. And the biggest pitfalls? How do you deal with that?
They have low cost to buy in, but they also have lots of content and plenty of retention mechanics for those who stay to play. Lifestyle games tend to have lots of content, be fairly inexpensive to pick up post-launch, and comforting to lapsed players. Instead of getting the collector's edition, they'll buy the standard edition.
French solo dev Matthieu Houllier , operating under the name Brute Force , has been making games by himself for five years. I prioritize creating content based on what I believe will facilitate the game’s marketing efforts”, he explains. In that time he has released the 3D platform game Crumble. “It
He says it helps artists to free up their time and produce content more efficiently. Currently, our system is designed to address highly repetitive and mechanicalcontent production problems, such as matching lip movements. By utilizing these systems effectively, we can definitely present high-quality game content to players.
Drawing inspiration from their own experiences in bouldering, the team sought to incorporate the exhilarating mechanics of climbing into the game. There would be an almost infinite amount of awesome content. It creates awesome content that is often better than handcrafted. It is great to see that it’s working out so far.”
Experiment with a theme or mechanics you’ve never used. Content creators such as podcasters and bloggers often enjoy working with guests. You can read more about that in my article here: Setting Up Social Media as a Board Game Dev: A Primer Course. Let’s say you’ve made light games. Happy New Year!
Between one job and another I always tried to include some type of content related to games. Throughout development, you may often be tempted to include incredible features and mechanics that weren’t originally planned, which can make the project’s completion elusive. Beware of mutant scope.
Much like my old staple How to Get Big on Twitter as a Board Game Dev , I’ll be covering everything you need to know to get started on Facebook as a board game developer. New game devs: don’t write off Facebook because it’s expensive. Making Early Content. The first is what I call Content Mix.
The control mechanics are integral to the gameplay, allowing players to operate Kazimir and his staff both together and independently. The way you control the old man and the magical staff at the same time is a neat mechanic that I am proud of,” Khoroshavin says. “I like being a team player now,” Khoroshavin reflects.
Cogmind generally has fewer such direct escape options, but teleport mechanics are out there, if an advanced tech not usually available until the late game. How about we add one, maybe using this new type of charging mechanism (described towards the end). Controlled Teleporting?
Toronto, Canada based indie dev Thousand Stars Studio prides itself on being a culturally diverse studio. We’re aiming to create content that resonates with a broader, untapped audience”, she says. This system reflects our key underlying value of unity in the game, as we uniquely weave the theme into our mechanics.
In terms of both technical achievements and content expansion, 2024 was a huge year for Cogmind… but first, the traditional opening collage, a quick visual summary of the year: Selection of images from the past year of Cogmind-related development as posted on this blog, forums, and social media (larger size here ). Including art!
I'm disappointed, but I understand why the devs made these choices. Is it heat, wind, light, acidity, soil sugar content, or any of the previous puzzle mechanics we spent the last 2 hours tutorializing? All the puzzle mechanics are one-time one-off things. How do we filter the clues? What affects this plant's color?
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! Titles like Match Factory , Triple Match 3D , and Tile Busters have successfully carved out space by introducing fresh mechanics to the puzzle category. With a knack for puzzles, arcades, and simulation games.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. That includes popular games, mechanics, and themes; well-known designers; and how to run a successful Kickstarter. Key Takeaways for Game Devs. Just here for Highways & Byways updates?
In previous years I’ve opened the review with a collage of dev images of varying themes and content, but approaching the end of this year we have one major theme that stands out, and that I’ll be writing more about below, so let’s hear it for the interface mockups! All your base are belong to us. More on that later.
The Dev Diary is about more than simple updates – it’s about sharing what I’ve learned through my personal experiences with you. Goal for Guiding Light 2) Create and curate great social media content. Goal for Guiding Light 2) Create an inner circle of devs. Key Takeaways for Game Devs.
Good DLC story content tends to be stuff that meets these general criteria: Is self-contained (i.e. Good DLC story content tends to be stuff that meets these general criteria: Is self-contained (i.e. We also can’t always repurpose old content for the story DLC. What is the FANTa project?
Canadian solo dev Matt Marshall is the creator of the Cyberpunk-themed city builder Dystopika. Just trying to get a sense of place and then figuring out what kind of mechanics and interactions grow from it.” Marshall created the game while drastically resetting his professional life. A quiet place. Listening to atmospheric music.
Generally speaking, the ease of making changes to the game, its narrative/characters/content is inversely proportional to how close that content is to release. That boss already has all of its mechanics locked down, all of the art done, all of the voice over recorded, all of the features designed, and so on.
As promised, to celebrate the release of the iOS and Google Play version of Game Dev Tycoon, we’ve now updated the Desktop versions of the game. We felt that the un-modded game lacked a few core topics that prevented players from re-making their favorite game in Game Dev Tycoon. Added: Translations of new content.
Brode is a very public personality (for game dev standards) who has leveraged his personal brand into this new game by appearing in ads. The loss of depth in gameplay mechanics is compensated with a higher weight of the poker-like mindgames. Many of its members are veterans of Blizzard’s Hearthstone.
Of course we are developing the additional content promised on the Kickstarter campaign!” Indie developer Chibig started in 2017 as a one-dev studio in Valencia, Spain. With much of the game involving little witch Mika swooping around the beautiful scenery of the island, the team is particularly proud of the flying mechanic. “We
His English tweets can be a little difficult to parse though, so I thought I would offer my interpretation of what he said, based on my own understanding of game dev, the industry overall, corporate politics, and economic trends. Game mechanics aren’t really what make or break a franchise like Soul Calibur or Tekken.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. You can also get on blogs, podcasts, and live-streams by helping other content creators out. I’ve had people expecting me to make another rules-heavy game of sabotage-based mechanics like I did with War Co.
” One concern raised during the conversation was the use of copyrighted material in AI-generated content, as seen with AI models like DALL-E and StyleGAN. ” In terms of legality, Chaumette expressed that large companies like Disney and Epic Games might not see AI-generated content as a threat, as it is not copyrightable. .”
That’s interesting and new gameplay for Among Us” There were plenty more features and mechanics the team considered adding. Not only does it help your team manage the workload, but it means you can roll out more content to keep your players engaged later. You wonder, can I trust them or not?
Toronto, Canada based indie dev Thousand Stars Studio prides itself on being a culturally diverse studio. Were aiming to create content that resonates with a broader, untapped audience, she says. This system reflects our key underlying value of unity in the game, as we uniquely weave the theme into our mechanics.
It involves creating mechanics that determine how players interact with the game. Related articles: How to Choose & Use a Board Game Marketing Strategy that Works How to Use Content Marketing to Sell Board Games How to Rise Above the Noise of the Internet & Get Noticed How to Generate Traffic for Your Board Game Website.
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 ).
I also work with indie dev companies on a more casual level discussing challenges, goals and brainstorming solutions. Chad: With blogging, the content often comes across in an informal, personal tone. There may even be some storytelling to convey the reason or meaning behind a particular series rules and mechanics. Images help.
Rick has more than 14 years experience in the game dev industry, working on IP's that include Mario, Transformers, Captain America and Mortal Kombat. 26:24 - 29:27) What’s the difference between content, story and lore? Content is objects that have been physically built or created in the game. Which Comes First?
ALT Feedback is different from content. We’re not taking content (or specific ideas for content) that the users created and incorporating that into the game. Game mechanics, for example, cannot be copyrighted so game mechanics are fair to talk about.
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. Kristala at Play NYC 2021. Concept Art.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. 9: My social media approach was untargeted and used suboptimal content. Board game and card game content. That means I took way too long to fix bad game mechanics, clean up bad ideas, and so on.
Thanks for tuning in to another exciting issue of the Kristala dev blog! Stay tuned for details on how you can get monthly comprehensive and even more detailed issues of the Kristala dev blog for just $1 a month! They're super skilled at creating mechanically beautiful weapons and armor adorned with gears, sprogs, and tons of bronze.
I would say that Twitter has become the foundational block of the game dev community. Influencer marketing, including having Twitch streamers and content creators play and showcase your game, is equally important as it amplifies your reach and exposes your game to potential customers and investors. So start there.
On December 12th, 2022, Brawl Stars removed its loot boxes, replacing it with a ‘direct purchase’ system for acquiring content. This translated into a substantial spending for hardcore players that wanted to obtain and maximize new content very fast. They are exclusively obtained when achieving a certain amount of victories per day.
WE SHOULD ALL DO THIS / STEAL THIS: Dev-owned wiki. The dev team "SureAI" operates the official Endreal strategy guide and lore wiki. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Anyway, here's my notes.
Using it to check on Godot game development streamers resulted in this funny compilation both the content creators and their viewers expressed happiness that the communities they had built were being recognized by us. Backpack Battles Backpack Battles decided to make inventory management the main game mechanic.
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).
Press B to express Doubt’, for example, is a classic case of mismatch between gameplay scenario and mechanical input. But for that dialogue to be of a high quality, the game needs a wealth of hand-written content to inspire it. But also one that has always creaked under the limitations of dialogue trees and binary button-presses.
However, I think it’s also promising evidence that there is an appetite out there for this content – a desire to view and evaluate gaming through the lens of impairment and exclusion. Our blog is a library – designers can pick a game that is similar in mechanics to their own, and see what issues we discussed.
First here’s our yearly dev collage showing off in visual form some of the progress and work since our last review, version 2022! This year’s major release was of course Beta 11 “Mechanical Renaissance,” in the works for 17 (!) months, and a massive set of new toys, challenges , revamped mechanics , and more.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content