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From fantasy kingdom to cyberpunk metropolis – the evolution of Technotopia by Yustas Games

PreMortem.Games

“The original idea was to blend elements from Dorfromantic and Reigns ,” says lead game designer Ignat Negrei, “where players would create their own fantasy kingdom using cards representing forests, fields, and mills.” But after reviewing similar games on the market, the team picked a new direction. “We

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4 Lessons from Everdell for Aspiring Board Game Designers

Brand Game Development

Everdell is a worker placement, tableau-building board game. As the name suggests, Everdell has a fantasy setting, and is indeed named for a charming valley within the game’s world. Join my community of over 2,000 game developers, artists, and passionate creators. Cute fantasy themes go a long way.

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4 Lessons from Paladins of the West Kingdom for Aspiring Board Game Designers

Brand Game Development

The game is concluded at the end of the seventh round. When you’re making a fantasy board game (or novel), some time periods draw more attention than others. Think of all the fantasy books set in the Middle Ages. Then they create a game that meets those demands, in short, assuring product-market fit.

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How Star Wars Outlaws' poker-style mini-game helped to define its tone

Game Developer

Game designer Jean-Baptiste Siraudin talks about the making of Kessel Sabacc, and how the team played tricks on players to sell the scoundrel fantasy.

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Game art vs game design: What is the difference?

Logic Simplified

Since most of us are unaware of the process of creating a game, we usually confuse game design and game art as being the same. In this blog, we will discuss the difference between game art vs game design and how each plays a unique role in game development. Who is a Game Designer?

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4 Lessons from Dinosaur Island for Aspiring Board Game Designers

Brand Game Development

You’re scrolling through your board game heavy feed. You see pictures of gritty, realistic sci-fi worlds and detailed fantasy universes. There are grim, dark games and simple, abstract games. Its art, components, and use of late 80s / early 90s nostalgia made the game stand out in a noisy world.

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My Final Fantasy 16 Review

Keith Burgun

Over the last few years, I have went through a lot of the Final Fantasy series. I have recently beat 5, 9, 10, 13, 13-2, Remake and Rebirth (which I reviewed here), and I also played a lot of almost every other non-MMO mainline entry in the series (in the distant past I have also beaten final fantasies 1, 4, 6, and 7), plus direct sequels.

Fantasy 105