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Dean Gichukie’s studio Kunta Content delivers authentic African stories

PreMortem.Games

Welcome to Dean Gichukie ‘s world, where history comes alive through Kunta Content. The Kunta Content team Dean’s creative journey began at age 8 when he started drawing and painting. Dean recently returned from France, where Kunta Content clinched a prestigious award in the gaming category at the Creation Africa Forum.

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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Complex feature The core concept of worlds within worlds was the first feature prototyped for Cocoon, undergoing substantial improvement and iteration. Carlsen: “When Jakob and I founded the company, we did that first Coccon prototype over the course of 3-4 months. Cocoon’s development journey spanned a challenging 6.5

Puzzle 257
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Kazakhstan-based Goodwin Games takes us on an emotional adventure in Selfloss

PreMortem.Games

In 2020, he was joined by his wife, Gorokhova Rita, who took on the role of 3D modeler and content lead. When I’m prototyping, I keep adjusting the visuals until I feel something click in my heart, when it feels like it’s beautiful.” Later, Dmitriy Nakhabin, a former student of Khoroshavin’s joined the team.

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Prototype to Publish Unity Humble Bundle

Game From Scratch

GameFromScratch.com Prototype to Publish Unity Humble Bundle The Prototype to Publish Unity Humble Bundle is a collection of 20 Unity assets for $15. Yes, there are no tiers to this bundle, and it is short lived, only lasting a week.

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The walls are alive with tiny people in Cyborn’s Mixed Reality game Wall Town Wonders

PreMortem.Games

From there, we tested a variety of prototypes and selected the ones that were the most fun, engaging and fit naturally into the theme of our town.” We intend to support it with extra content and exciting seasonal updates we have planned for the coming months and year.” Our main focus right now is on this game.

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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.

Dev 69
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Addendum to cut content: people find remnants of cut content in game files often enough. So/but is there any even rough estimate you could give of cut content that’s dug up versus cut stuff that could never be found?

Ask a Game Dev

The kind of games that have the least cut content are annual sports titles - they have the most stringent schedules and know exactly what they are committing to with each annual cycle, so they have significantly less wiggle room than a project with a longer schedule and bigger scope (e.g.

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