Remove Games Remove Point and Click Remove Prototyping
article thumbnail

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

PreMortem.Games

Ive always loved creating things, and game development felt like the perfect mix of art, storytelling, and problem-solving, he explains. While the ability to shape every aspect of the game without compromise is a major advantage, he acknowledges the downside: Wearing all the hats can be overwhelming. That done is better than perfect.

article thumbnail

How to Make a Tabletop Simulator Demo of Your Board Game

Brand Game Development

Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. I’d like to explain to you exactly how to create a demo of your board game on Tabletop Simulator, but first let’s discuss what I perceive as its five main benefits: 1. It’s pretty straightforward.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

5 Lessons I Learned at a Play-Testing Convention (Protospiel Atlanta)

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. Last Saturday and Sunday, I attended my first board gaming convention – Protospiel in Atlanta. Prototype of a beach volleyball game by Julio Nazario.

article thumbnail

4 Clever Ways to Market Your Board Game Online for $30.00

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. The subtlest of tweaks are all that’s needed at this point. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.

article thumbnail

How We Printed the Tasty Humans Board Game Kickstarter

Brand Game Development

Tasty Humans is the latest, and in my opinion, the greatest creation of Pangea Games. It’s a tile-placement, puzzle-solving board game for 1-4 players about villagers attacking monsters. Except it’s from the monsters’ point of view! They were the creative force behind the game, and really, the soul of it.

Tile 130
article thumbnail

The Final 100 Play-Tests: How to Put Final Touches on a Board Game

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. This is a process I follow to ensure a game’s quality. This method may not be appropriate for every developer, every team, or every game, but it is one I like. Shocker, shocker.

article thumbnail

How Many Blind Play-Tests Does Your Board Game *Really* Need?

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Click here. I’ve already play-tested this game a ton. I even blind play-tested it at a game design convention. Need help on your board game? Just here for Highway s & Byways updates?