Remove Art Remove Concepts Remove Playtesting Remove Prototyping
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When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

If you want to know more about the art, craft and science of game development, subscribe here. “This e-mail is to open a discussion – I think we would do well to consider our options before making a call on the various clothing styles and suggestions that recently arrived from the art department.”

Writing 104
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GenoTerra - The finished prototype.

Mnenad

Prototype is ready! But I can now proudly announce that a playable prototype for the video game GenoTerra is finished (and I graduated with the Master in Design *yay*). The idea of a helping instance was indeed present in a very early stage of the concept. Watch the new trailer for GenoTerra right here: 96. The Mechanik II.

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A Beginner’s Guide to Multiplayer Game Development

iXie gaming

Here’s a quick overview of the entire process of developing multiplayer games, from pre-production to post-release: Concept and Design  Like any other game, the journey of building a multiplayer game starts by creating the game concept. Through prototyping, you can identify possible issues early.

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

Radiator Blog

It shows the everyday work of medium-scale commercial game dev in unprecedented detail: the creative high of successful collaboration as well as the ugly prototypes, grueling bug fixes, and painful miscommunication. Each level also had unique mechanics and art styles that all tied into a cohesive whole.

Art 59
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How to Work in a Team in the Board Game Industry

Brand Game Development

Sarah: It was also in 2013 that we met Ben and were playtesters for his game Tower , which he launched on Kickstarter early in 2014. Along with handling all the business, Ben has playtested and helped develop our designs. Will: I know for me personally, projects are a big concept. Will was also lead story writer for Tower.

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

PreMortem.Games

Since I was a child, I always found myself surrounded by art, because most of my family were artists (ballet dancers, painters, musicians). One day I discovered video games could be much more than just ‘entertainment products’, and fell in love with the idea of mixing all the things I loved about art in a new medium.

Dev 158
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A dramatic design shift for Spellstorm

Keith Burgun

Indeed, Spellstorm originally started as a sequel to Dragon Bridge, a larger and more fleshed out version (with better art). We’ve only playtested it about 5-6 times – each time it was a blast , despite the balance being all wonked up – so I don’t want to get too deep into the details right now. The Problems.