Remove Art Remove Balance Remove Game Design Remove Prototyping
article thumbnail

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.

article thumbnail

Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17

Radiator Blog

I assumed it was mostly for fans but after watching all 32 episodes (on 2x speed, skipping some parts) I've changed my mind and now I think it's essential viewing for all game designers / devs. Each level also had unique mechanics and art styles that all tied into a cohesive whole.

Art 59
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

How to Work in a Team in the Board Game Industry

Brand Game Development

Sarah: It was summer of 2012 that Will had the idea to make a board game for my birthday, but didn’t know how to go about it. We started designing games together. Early in 2013, our local game store owner mentioned that there were other designers in the area. How do you overcome those?

article thumbnail

Predicting the Future of Supercell’s Brand New Studio

Deconstructor of Fun

Candace Thomas (Game Designer) , a veteran designer with vast experience in the MMO genre, having worked at World of Warcraft , the canceled Lord of the Rings MMO by Amazon Studios, and more recently at upcoming Riot’s MMO (wait, is this bad news for the LoL MMO!? Not sure how they will prototype fast enough until they get some.

Studios 52
article thumbnail

A dramatic design shift for Spellstorm

Keith Burgun

” A lot of the basic MOVE/BUMP dynamics were inherited from my 2019 card game, Dragon Bridge. Indeed, Spellstorm originally started as a sequel to Dragon Bridge, a larger and more fleshed out version (with better art). There was a lot more to the game, but this is a good basic level description of the important dynamics.

article thumbnail

Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Exiles Prototypes. Alien Artifacts.

Balance 52
article thumbnail

Solo dev ansdor loves his total creative control: “I don’t like too much planning”

PreMortem.Games

I wouldn’t feel comfortable working on a game if I had to just follow someone else’s ideas. I also like not having to convince other people, especially management, about a game design decision or artistic choice. Solo developed games have much more room to be experimental and weird, and I love that.

Dev 104