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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. The game is developed by Californian solo dev Michael Cosio, working under the name of Tainted Pact. Here Below is an attempt to pool resources between small devs.
I produced a lot of content and had some success, but it wasn’t all that sustainable. Eventually, I burned out and decided to end my content creation career in early 2021. After finishing IHAS, I will start to build a strong team to work on games that are beyond my scope a solo dev.” Playtest early.
It’s important to stick to the plan to avoid spending years making prototypes, that you will need to adapt in most cases after the first playtests. If it’s necessary to maintain a high level of quality, offer regular content, and respect the players who are loyal to the game, I would do it. You just have to remember that!”
It’s a mad scramble to get everything done, make sure you have all the content ready, to answer the huge inflow of questions, find all the spots where you weren’t quite clear enough… but you just survive on little sleep and keep pushing. We will try to be good about reposting this content on Reddit and Steam as well.
He continues, Video games are the most influential media of our time, but Islamic content has been painfully neglected. Plus, a smaller indie dev team should be able to handle the scope. The game is also very well suited to non-Muslims, who can learn new things about the history of Islam in a fun way.
Featured sessions include Leveraging AI in Live Service Games with AWS for Games Global Business Development Lead Shayan Sanyal from 2:40-3:40 PM, and Reimagining Game Dev in the AI Era featuring Andrei Muratov, AWS Head of Game Analytics from 10:50-11:50 AM. Reserve your spot for the all-day event. Experience, exploreand PLAY!
There would be an almost infinite amount of awesome content. Intricate mechanics The dev team faced two major challenges when translating the physical act of climbing to gameplay mechanics: replicating the intricate mechanics of grip, support, weight, and motion, and ensuring user-friendliness.
Working in Mixed Reality, I met many ex game devs and artists, who I learned from and was greatly inspired by. Although we weren’t making games, the tech for Mixed Reality was identical to making games, so I picked up a lot of technical ability with Unity, game dev, shaders and more.” Especially early-on. It’s made a huge difference.
One of my close friends, Ches Denison, joined me working 5-10 hours a week as a playtester, game designer, and just a general jack-of-all-trades-guy. Once playtesting began in early 2023, player feedback further refined my vision. Plus, maintaining a healthy work-life balance is the most important thing you can do as a game dev.
Playtesting is crucial at this point. 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. And many of the regular tricks that devs use to save on rendering costs are lost when building VR games. We added a light, but it didn’t help.
Every iteration of each game has to be created somehow and there are A LOT of iterations – usually a new one after each playtest, especially in the beginning. Whenever I demo or playtest, I make sure to get the email address of the person, so I can inform them when the Kickstarter starts. Carla: I also do a lot of interviews!
Chai was the first game on the workshop to have a custom environment akin to the Tabletop Simulator DLC’s (downloadable content). Tabletop Simulator doesn’t just let people play before pledging, it’s also a great place to design and playtest games. This made the Tabletop Simulator creation stand out and it showed.
As we introduce new content, it helps if it is a little stronger or does something different than its predecessors to get the players excited about it. This is where playtesting comes in. We typically run playtests as often as possible in order to ferret out these issues so that we can adjust them if they are too egregious.
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! More on that later. Its time has come.
Whenever I do solo dev work, the feature that always takes the longest and tends to require the most work to get something playable by actual players is the UI. Small-team dev also tends to build more system-driven games because it's more dev-time-efficient than creating single-use narrative-driven content.
This article is part of the game-dev advice newsletter Levelling the Playing Field by Rami Ismail. ” 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.”
One good strategy in puzzle design, in my experience, is to provide a secondary optional bonus puzzle that uses the same rules as the puzzle on the critical path, but provides some additional content or reward to the player for completing it. Remember the fundamentals of puzzle design when constructing them.
One good strategy in puzzle design, in my experience, is to provide a secondary optional bonus puzzle that uses the same rules as the puzzle on the critical path, but provides some additional content or reward to the player for completing it. Remember the fundamentals of puzzle design when constructing them.
It forced them to reassess their development approach and switch to a steam playtesting model, allowing more players to access the game. One pivotal player in this growth was the content creator, ‘ Blue Drake ‘, whose enthusiastic promotion of the game helped kickstart its rise in popularity.
Roguelikes Discord Back in mid-2016 a couple of friends decided to make a new Discord server on the topic of roguelikes, and started asking relevant devs like myself to join. Content Now that we have the ability for the game to post messages, what do we post? And where does this content go? What’s relevant for a roguelike?
The amount of content variety offered by the original Garrison design was more suited to a lower visitation rate, not the “I’m going to play almost my entire run inside these things” which it had become for some people. Sample Garrison content list from Beta 11. It’d sure be nice to resolve that!
Although I already demonstrated much of the first new modal UI layout in an earlier forum announcement , I figure I could review those features here in order to provide closure to this series, plus cover some related dev topics as well as the second modal layout. It was a lot.
Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game. How should I space out my content to create the pacing I want? Playtesting, bug fixing, incorporating or giving feedback, and keeping an ever-watchful eye out for ludo-narrative dissonance.
The first part of this so-called “Great Utility Update” began during Alpha 12 with a few fundamental mechanical changes, but since then the project remained on the to-do list until 1) even more content was added to the game, and 2) we collected more info about what items people were and were not using, and why. Fine tuning.
I’m going to go ahead and just make this a SPOILER discussion as far as game content goes, so that I can write freely about related mechanics, so maybe don’t read this one if you’re spoiler averse and not familiar with teleporting.
” Initially conceived as a portfolio piece, the game evolved over a decade with content-heavy, story-driven mechanics. She used it both as a marketing and playtesting tool. . “The main issue why it took so long was I never intended for it to be a commercial product.”
CONTENT WARNING 1: I mention a suicide from a century ago. CONTENT WARNING 2: the game is rather explicit, but I've kept the imagery in this post relatively tame, at a semi-NSFW / soft-R rating. This marks its true public release, with finished graphics, gameplay, tuning, more sex, and finally an ending.
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