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I then had enough time to focus on game dev, so I made the decision to start changing careers. I didn’t really think about what it meant to be a solo dev, I just focused on what I wanted to do which was learn how to make games. I knew plenty of software devs, even some that were making games, but they worked for game companies.
To ensure authenticity, we referenced American dramas, cartoons, and games from that era when designing everything from the characters’ clothing to office props.” The post Korean indie dev Funnylocks “We made Unstoppable for a global audience” appeared first on PreMortem Games. Unstoppable is available now on Steam.
In them, everything is a part of the game – the dimensions of the room, every prop, and every symbol. Every prop, every errant number or symbol scrawled on the wall or the floor, and every strange gadget could have a purpose. Fair enough, board games can still be great even if the theme feels watery.
Thanks for tuning in to another exciting issue of the Kristala dev blog! Since embarking on the huge endeavor to completely revamp the entire Kristala demo, we've had our artists and modelers working hard to recreate some of the props and environmental elements that already existed in the original Dalamase demo level. Concept Art.
Welcome back to another exciting issue of the ever-enchanting Kristala dev blog! We'll be sure to keep you posted on all the sweet deets as we near our Patreon launch date, so be sure to stay tuned to our socials and public dev blogs for updates and announcements (including an exciting kick-off contest where you can snag a FREE PS5 ).
As a solo dev I don’t have to synchronize with other people and can work at crazy hours. But since then I added a few models and props to make it a bit quicker and more fun to use.” What are the biggest advantages of working solo? “I I also don’t feel pressure to do something because somebody might be blocked otherwise.”
We're so happy you're joining us for another epically magical installment of the Kristala Dev Blog! This is the place where we break down all aspects of development for 3D Dark Fantasy ARPG Kristala—an indie game in developed by the wildly talented dev team behind women-owned indie games studio, Astral Clocktower Studios.
Welcome back to another exciting issue of the Kristala Dev blog. In conjunction with our biweekly Patreon updates , the dev blog is the only place where you can get detailed access to all things Kristala. As we mentioned above, Cass wasn't the only artist on our team to create custom props this sprint. Hey there, gorgeous!
That “something great” is then propped up on an infrastructure of business processes like accounting, promotion, fulfillment, and sales. The post 3 More Rude Awakenings I Had Starting a Board Game Business appeared first on Brandon the Game Dev. There’s a lot of hard work and relearning along the way.
Welcome back to the ever-enchanting Kristala dev blog, where you'll get a front-row seat to the development process for the inaugural title from the leading ladies at Astral Clocktower Studios—a female-owned indie games studio based in Central PA, USA. Hello, loyal Kristalans and faithful fantasy fanatics! 3D Asset Design. Check it out!
That's why we were super excited when we learned that this year's fifth-annual Play NYC convention would be held in person (with tons of awesome precautions in place to ensure all devs, speakers, and attendees were kept safe and healthy). 3D Generalist Karena also spent some time wrapping up a few ongoing designs over the past month.
Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. We can't say too much just yet, but you're definitely gonna wanna tune into next month's dev blog to see how ACS kicks development into high gear. Stay tuned to next month's dev blog issue for a look at the finished piece!
Welcome back to another magically entrancing issue of the Kristala dev blog. Stay tuned to the Kristala dev blog—and to all our socials—to learn how you can get exclusive, behind-the-scenes access into Harold's entire, step-by-step process. Hello, faithful feline-lovin' friends and fantasy aficionados! 3D Environmental Design.
You're just in time for the latest installment of the ever-enchanting Kristala dev blog, a monthly compilation of the game development completed for indie 3D dark fantasy ARPG Kristala in November 2020. Plus, we'll introduce you to three of our newest talented dev team members too! Welcome back to the fantasy, friends! 3D Asset Design.
Hello, and welcome to the official Kristala dev blog, where we break down the development process for 3D Dark Fantasy ARPG Kristala each month. If you've been keeping up with our dev blogs already, you know that they're pretty hefty when it comes to content. BUT WAIT, THERE'S MORE! Kristala at Play NYC 2021. Concept Art.
While most game devs do play games in some form or other, there are plenty of developers who are much more casual in the kind of games they play, and some who don’t play any at all. Large game dev teams are full of experts in specific fields. Knowing the game and its details are very valuable for community managers.
You're currently tuned in to the official Kristala Dev Blog, a monthly compilation of all the development done on our first game, Kristala: a Dark Fantasy ARPG created by women-owned indie game studio, Astral Clocktower Studios (hey, that's us!). Props on props on props. Kristala Official Gameplay Trailer.
Your board game may not need large plastic pieces, cardboard constructions, or foam props. or Less appeared first on Brandon the Game Dev. Splendor is simple – it has cards and poker chips. Really, it could not be simpler. You can still achieve excellence with your component design.
You can use creative three-dimensional gameplay like Colt Express or props like Ca$h ‘n Guns. The post 4 Lessons from Dinosaur Island for Aspiring Board Game Designers appeared first on Brandon the Game Dev. Custom meeples, too, are a popular way of creating a wonderful physical experience.
From a game dev perspective, it's been fascinating to play. In this post, I compare and contrast the original and this modern remake from a dev / design perspective. Even AAA has given up on immersive sim RPGs , so any dev deserves praise just for attempting this genre I think. The Forgotten City (2021).
Hello, Cocos Devs! What’s the solution to use the props, methods and namespace disappeared? In 2018 - 2019, I developed game using cocos2d-js 3.17. Please share your idea! Thank you.
Most of the sets, characters and props were built by hand over a period of 3 years. So our solution was to 3D scan all the things we built in order to then process them in a more conventional game dev sense.” If a little bit of that positive oddity gets to reach someone out there that’s excellent.”
About Overwrite Interactive's global game dev team & their roles. In October, CG Spectrum graduate Dogyeong joined from the US as Concept Artist , creating the looks for the game’s characters, environments, and props. Alexios did this as part of his research stage, a vital component of starting any new game dev project.
The cost of any content in game dev is directly proportional to how much new stuff needs to be created for that content. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ that might need to be created for certain specific cutscenes.
I’ll just put down this dubiously large book of impressive philosophy that I was totally reading and not holding like a prop. A Guest Post by Michael Heron of Meeple Like Us) appeared first on Brandon the Game Dev. Let me switch off my carefully intellectual classical music. What do you mean it’s upside down? license ( Source ).
Luis enrolled in the Advanced Digital Illustration Course at CG Spectrum and, before long, landed a job as a freelance digital illustrator at the global indie game dev studio Monumental! The first prop I made using this technique was a tree trunk. To achieve this goal, he knew he'd have to sharpen his digital illustration skills.
Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ As long as we can keep the smoke and mirrors going, the player never sees the railroad tracks they’re following. Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?
Prop Artist : Creates the wire frames that form the shape of not living things. She makes sure that the dev team has access to the most up-to-date version of the game that is stable. This also includes practical duties like ordering food and procuring dev kits/cables/monitors/etc.
Stories of people who came back from bankruptcy typically suffer from one of three flaws: Family wealth propping up the protagonist. The post How a Failed Kickstarter Set Me Up For Success 2 Years Later appeared first on Brandon the Game Dev. Life isn’t the Greatest Showman. You need to mitigate risk as much as you can.
All branching conditions and where the branches lead How this scene handles the different branches that lead to this scene A brief description of what happens during this scene Any sort of other requirements for this scene (props, character models, voiced lines, environments, animations, etc.) Got a burning question you want answered?
Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. They're small little bottles that blend-in with junk prop set dressing from a distance. I assume general game design knowledge but minimal Deathloop-specific knowledge. And they usually do!
Props to them for trying. Fellow indie devs have privately, harshly turned on me for saying this, but it is true. Dear Indie Devs: For small communities of artists, rejecting freedom of expression is a seriously bad idea.) Oh, many were the obscenities we shouted at the simp that play session. But this isn't really a criticism!
Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game. They’re related, but the difference is this: A game writer’s primary responsibility is to promote the story that the game tells through the scripts they write.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! The unique aspect of Time Blast 's metagame is that its scenes aren't static images with random props. With a knack for puzzle, arcade, and simulation games.
We concluded our piece with this: Axie Infinity’s business model, for the moment, depends on continued growth in its user base and continued fresh money entering the system to prop up the value of Axies, $AXS, and $SLP.
This would include concept artist, environment artist, lighting artist, texture artist, prop artist, producer to keep track of it all, QA to test it, etc. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
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