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REVEIL  Reveals New Gameplay Showcase! Soak up the Atmos-fear while the Developers Unravel Insights on the Games’ Design Philosophy

Game Developer

Join content creator CozyGamerKat for a talk with REVEIL's c reative directors Bennet Jeutter and Steffen Schaller.

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Game art vs game design: What is the difference?

Logic Simplified

Since most of us are unaware of the process of creating a game, we usually confuse game design and game art as being the same. In this blog, we will discuss the difference between game art vs game design and how each plays a unique role in game development. Who is a Game Designer?

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Clockwork Game Design Podcast – Episode #94 – 2022 wrap-up

Keith Burgun

Thanks for listening, and as always, this show has no ads and the only way it’s funded is through Patreon , so consider donating if you like the content! This is kind of a “bonus episode” of sorts, only 30 minutes long.

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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

. “My Co-founder Jakob Schmid and myself created the rhythm based puzzle platformer 140 together back in the day, and we are both interested in integrating music systems with the game design.” Carlsen’s vision for Cocoon sprang from a fascination with game mechanics.

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The Growing Use of Generative AI in Game Design

iXie gaming

This growing use of generative AI is largely attributed to its advanced capabilities, including the ability to create unique content. Generative AI has experienced increasing usage in game design as it accelerates and streamlines different aspects of game development.

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Hypercasual games market is shrinking, still 3.7 billion downloads last 3 months

PreMortem.Games

Players can also unlock various masks with unique abilities and customize their character through the in-game shop. Thus, when every pixel of the old games seems to be explored up and down, DLC (downloadable content) might become a good option to sugarcoat things.

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A follow up to your answer about veilguard (was really hoping you would touch on that one). Why do game companies that have a “bad” release always seem to start from the bottom of the pyramid when it comes to restructuring and recouping losses? Why fire low level devs who did their best with what they had, when the companies have people in senior positions making hundreds of thousands of dollars (if not more) that they could just cut from? Why do the trenches always get the punishment first?

Ask a Game Dev

This is because a given project is at its maximum headcount right before it ships - you need all hands on deck during full production, building and validating all of the content in the game. There needs to be other projects in development to pay for those people after the game launches.

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