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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. As a one-person team, he embraces both the creative freedom and the intense challenges that come with solo development.

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Solo dev Jason Nicot on his new project Sanctua “A more mature party game”

PreMortem.Games

Jason Nicot , a French solo game developer operating under the name Choose Red , recently announced his latest game Sanctua. In this co-op multiplayer game a group of players have to work together to escape a cursed tomb. He went into transportation management, but game development never really left his mind.

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Board Game Development – Wait Like a Champ by Using Downtime Wisely

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Last week in the Dev Diary, I talked about how board game development is a long, ongoing process with a lot of different stages. Need help on your board game?

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20 New Year’s Resolutions for Board Game Devs in 2020

Brand Game Development

Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. With that in mind, I want to help you come up with some New Year’s Resolutions of your own, ones specifically related to board game design. Just go out and make a great board game for fun.

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Game Dev Glossary: Prototype, Vertical Slice, First Playable, MVP, Demo

Ask a Game Dev

Prototype - A playable example of a single gameplay system to prove out the concept. Examples might be character movement, a combat combo system, or a specific game mechanic. The above screenshot is from the Breath of the Wild systems prototype - wind, fire, etc.

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

PreMortem.Games

.” Epic MegaGrant Developing a game in Kazakhstan poses its own set of challenges, as Khoroshavin explains. The indie game development community here in Almaty is almost non-existent,” he says. Games that are intriguing based solely on their concept and a simple game loop.”

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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

A big decision like this tends to come from agreement between the dev team's executive producer, the studio head, and the publishing executives. Usually when this happens, there's also some reassignment of the dev team, either layoffs or transfers to other projects. Do studio leads make that kind of call, or project leads?

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