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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

The low-poly racing game, developed by Polish indie developer Pixel Perfect Dude , feels like a love letter to the PlayStation 1 era of rally games, where you could actually name the top drivers and the cars they drove. We want it to appeal to both casual gamers and racing enthusiasts.

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Deathgrip by Reclaim Interactive takes us back to the podracers of the future

PreMortem.Games

I think racing games have fallen out of favor because there’s a lack of innovation as they focus more on graphics and realism than creativity and feel”, says founder and Art Director Brian Young. “But Young got his podracing fix through the Star Wars Episode 1 Racing games (SWE1R).

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Gorilla Softworks’ debut game The Ancients aims for prehistoric realism

PreMortem.Games

We consulted two anthropologists while building our technology and culture trees to reflect the prehistoric cultural and technological progress of the human race”, he says. There are plenty of indie developers that say this and it’s possibly the most crucial part of game design and development.

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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. So, almost two years ago I decided to fully embrace the indie path and became a solodev.” For some, the idea of developing a game alone is daunting. What are the biggest advantages of working solo?

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Dev snapshot: Godot 4.0 beta 7

Mircosoft Game Dev

The illustration picture for this article is a screenshot of Disinfection , a space horror game by indie duo Evil Turtle Productions which is currently being ported to Godot 4.0 Physics: Fix physics/3d/run_on_separate_thread race condition in WorkerThreadPool ( GH-67680 ). What's new.

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How much freedom does a game designer have at a non-indie studio? Are they able to pitch and create their own ideas or are they basically project leads that get assigned games to make/design (ie that time everyone was making a WW2 shooter)?

Ask a Game Dev

We're not project leads that pitch entire games, we're [ content creators ] that build the bits of specific content in games - the spells, the monsters, the fights, the classes, the races, the quests, the environments, the stats, the companions, and so on.

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Flavored by Authenticity: How Personal Experiences Amplify Narrative

Game Design Aspect

Now she sources leading-edge content for Oculus, lectures on the intersection of art and code for UCSC in Games and Playable Media, wrangles a monthly column on science-fiction in videogames over at Amazing Stories and writes science fiction about how all these app-driven superpowers are going to change the human race.

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