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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. This Kenyan-based studio is on a mission to tell authentic, ultra-African stories. The Kunta Content team Dean’s creative journey began at age 8 when he started drawing and painting. One of the stories I wrote was a game.

Content 156
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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Cocoon is the first venture of Geometric Interactive , a Danish indie studio founded by Carlsen and his ex-Playdead colleague, Jakob Schmid. Complex feature The core concept of worlds within worlds was the first feature prototyped for Cocoon, undergoing substantial improvement and iteration.

Puzzle 257
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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

Polish indie studio Eleven Puzzles has been making a name for themselves as the creators of some fine cooperative puzzle games, like Unsolved Case and Unboxing the Cryptic Killer. Co-founded by Adrian Olczyk and Karolina Pytka, the fully remote studio has been crafting unique multiplayer puzzle experiences since its inception in 2020.

Puzzle 138
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Kazakhstan-based Goodwin Games takes us on an emotional adventure in Selfloss

PreMortem.Games

Set in a beautiful, Slavic-inspired world, Selfloss by Kazakhstan-based indie studio Goodwin Games is an adventure that explores themes of grief, healing, and resilience. In 2020, he was joined by his wife, Gorokhova Rita, who took on the role of 3D modeler and content lead.

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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.” ” Working on Wall Town Wonders has made the studio ‘incredibly enthusiastic’ about the potential of Mixed Reality. Our main focus right now is on this game.

Games 118
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Two part question. 1) Where does a decision like taking DA4 from single player to live service back to single player most likely come from? Do studio leads make that kind of call, or project leads? Or is it a publisher-side “mandate” based on market trends? 2) Rebooting like that must come with significant costs given all the “wasted” dev work, so what needs to happen to make them that confident that staying on course will result in smaller returns than starting over?

Ask a Game Dev

Live services exist for single player game - any game with regular content updates and patching is a live service. Those content updates and patches are the "service" part - we have to build them, they go live and get pushed out to the public. Do studio leads make that kind of call, or project leads?

Dev 59
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Take a break from busy GDC and meet Dutch developers at The Netherlands Lounge

PreMortem.Games

The Netherlands may be a small country, but there are many talented studios making amazing games. Like Sony Worldwide Studio Guerrilla Games that recently delivered the critically acclaimed PSVR2 title Horizon: Call of the Mountain. Dutch Indies Like Paladin Studios. Utomik Another well known Dutch game tech company is i3D.net.