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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

After finishing IHAS, I will start to build a strong team to work on games that are beyond my scope a solo dev.” I’ve been working on a game for close to 3 years at this point and the whole idea of IHAS has transpired through these years of development. Playtest early. How did you get the idea for IHAS?

Dev 104
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Dev Diary: 03/31/17

Brand Game Development

Also, the game doesn’t have a defined win condition yet. Some game designers – and I count myself among them – consider to be win conditions pretty important to games. I’ve pushed a rough version of the game out to Tabletop Simulator for my use only.

Dev 130
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7 Lessons from Monopoly for Aspiring Board Game Designers

Brand Game Development

.” Besides, when we – as gamers and game developers – put aside our frustration for a moment, we can actually see Monopoly for what it is: a solid concept with bad execution. There are a lot of questionable game design decisions that, if corrected, could have made for a fantastic game.

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3 Signs It’s Time to Quit Working a Board Game Design Idea

Brand Game Development

You have to block off time for your creativity to flow, do the hard work, and take tough feedback to make the best game you can. I also think that if you’re brand new to board game design, it’s worth pushing a small project all the way through its full lifecycle from start to finish. All of this means trying hard!

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10 Elements of Good Game Design

Brand Game Development

Throughout the entire game, you must place tiles in your monster’s stomach in such a way that you will earn the most points from scoring tiles. If you hate the game you’re playtesting, do something different. If you want your game to be great, it can’t simply be a technical masterpiece.

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Why Gamification Makes Everything Else More Fun

Brand Game Development

For that reason, I’ve brought in Sean Fallon, Founder & CEO of Smunchy Games and User Experience (UX) Designer extraordinaire. By looking at game design from this new angle, we hope to help you understand why board games are so playable and what that means for other aspects of our lives. What’s the point?

UX 130
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Final Factory by Never Games takes automation into space and adds bullet-hell

PreMortem.Games

Things were getting serious three years later when Ryding decided to quit his job as a software engineer and work full time as a game developer. One of my close friends, Ches Denison, joined me working 5-10 hours a week as a playtester, game designer, and just a general jack-of-all-trades-guy.