Remove Content Remove Indy Remove UX
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The Forgotten City (2021) revisited

Radiator Blog

Interesting approachability / accessibility UX here. Felt like they had to cut down 50% of their planned content, which is never easy. Still, overall this was a very impressive achievement for just 3 indie developers. The game tries to lampshade this in the NPC dialogue, but the level design is louder.

NPC 130
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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

It's probably not worth the hassle for a solo indie. The Enderal builders don't want the player to ruin their carefully arranged clutter, so we get absurd things like "empty" sausages or un-lootable plates of food, breaking Skyrim's UX patterns for pickups. So these are leftover placeholders that lead to cut content.

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Flavored by Authenticity: How Personal Experiences Amplify Narrative

Game Design Aspect

Juliana Loh Juliana Loh is an independent Producer/Artist whose background includes branded entertainment, UX and art direction. His latest book is Gaming SEL: Games as Transformational to Social and Emotional Learning (bit.ly/GamingSEL). GamingSEL). For more, please visit MatthewFarber.com.

Writing 52
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My friend is making an arcade racer and I’ve been playtesting his builds for him. He didn’t go into it thinking it’d be easy but there’s a ton of things he didn’t at all realize would be a headache going into it. Obviously all games are hard to make but some are more apparent about their daunting nature. Which genres are deceptively difficult even if reasonably possible by a small indie team? What surprised you when you hit the big leagues?

Ask a Game Dev

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. The tradeoff is that system-driven content also requires significantly more UI to convey all of that information to the player.

Dev 52
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Upcoming CIMFest Keynote: Flavored by Authenticity

Game Design Aspect

Juliana Loh Juliana Loh is an independent Producer/Artist whose background includes branded entertainment, UX and art direction. His latest book is Gaming SEL: Games as Transformational to Social and Emotional Learning (bit.ly/GamingSEL). GamingSEL). For more, please visit MatthewFarber.com.

Writing 52
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Happy 5th Steam Release Anniversary

Greenheart Games

It was an intensely stressful and uncertain time full of the highs and lows of indie development. – Most recently, a major content and quality-of-life update introducing new topics, everyone’s favorite new console, a brand new game mode and several important UX improvements went live for free.

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The Economy of the Metaverse | Interview with Epic CEO Tim Sweeney

Deconstructor of Fun

It’s gonna be the work, the creative work of millions of people who can each add their own elements to it through content creation and programing and design. And companies will be able to form to create content that builds out this world. And that there’s a big market of creators building content and earning a living from it.