Remove Content Remove Indy Remove UX
article thumbnail

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
article thumbnail

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
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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
article thumbnail

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.

article thumbnail

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.

article thumbnail

2020 Predictions #2: What Happens When the Hypercasual Party Ends?

Deconstructor of Fun

And given how important content is to the players of these games, this subscription offering naturally became a key revenue driver for CGs. Notable new releases include Outfit7's new Talking Tom runner , indie favorite Sky: Children of the Light and ONESOFT’s awkwardly familiar jumping brothers Bob and Bino. * Ad revenues not included.

article thumbnail

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