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Fruit Ninja-creator Luke Muscat on the highs and lows of solo development “I’m just super motivated” 

PreMortem.Games

To find his first solo project, he developed a new brainstorming approach: he built a prototype in roughly 100 hours and let people play it. Although I could write some code, I had never actually shipped any gameplay features with code I had written, so if nothing else I was going to learn a lot about programming!

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

Brand Game Development

If you’re the kind of creator who has a few prototype board games in your closet somewhere, consider playing one of them with a few game designers. Order a professional physical prototype of one of your board games. You can read more about that in my article here: Setting Up Social Media as a Board Game Dev: A Primer Course.

Dev 130
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When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

This article is part of the game-dev advice newsletter Levelling the Playing Field by Rami Ismail. A pattern most of us learn in school holds us back from writing clearly. Not games writing mind you, but copy writing – for pitches, store pages, press releases, & everything else.

Writing 104
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. Then I write down everything I consider relevant into spreadsheets to compare them all. This finally leads me to prototyping and validation. The toll on your mental health can be quite high for solo devs.

Dev 160
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The One Thing That Can Sink Sales for Board Games

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. You may wonder why I’m writing about this today. I’m able to provide specific advice to new game devs on very particular areas of development. Just here for Highway s & Byways updates?

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Do publishers have their own “quality control” standards? For example, do publishers have any “we will not release a game unless it meets X standard of quality based our own playtesters/etc” systems in place? If so, what happens when a game near release does not meet those requirements? Are games that clearly aren’t going to meet X standard usually cancelled before announcement?

Ask a Game Dev

At the start, you have one or two developers who write a pitch. Really early on, you only have one to five senior devs working on building a prototype for the approved pitches. If the prototype gets approved, the team ramps more and builds an entire playable demo that demonstrates all of the major game systems at work.

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Oscar Salandin, developer of BOTSU Ridicuous Robots: “Solo dev can be lonely” 

PreMortem.Games

Working in Mixed Reality, I met many ex game devs and artists, who I learned from and was greatly inspired by. Although we weren’t making games, the tech for Mixed Reality was identical to making games, so I picked up a lot of technical ability with Unity, game dev, shaders and more.” Writing things down helps too.”

Dev 138