Remove Art Remove Dev Remove Mechanics Remove Prototyping
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Solo dev Jason Larabie of Rodent Games works after hours on Artificer’s Tower “I live a dual life” 

PreMortem.Games

Sound design, art direction, marketing, you name it. I lean heavily on text for as long as possible, postponing prototyping until it’s absolutely necessary. This isn’t a truly solo project, as I’ve had some contractors help out immensely in concept art, sound, and on the PR front.” And the biggest pitfalls?

Dev 127
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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. Prototype of a beach volleyball game by Julio Nazario. Protospiel conventions are based around prototype board games. Prototypes ranged from paper-and-pencil to full-on Game Crafter $100+ sets.

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How to Play a Lot of Board Games with Little Time and Little Money

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Playing games exposes you to mechanics and design trends. Just understand that you don’t have to spend $15,000 on games like that gamer to be a good game dev. Click here.

Dev 130
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Board Game Designer vs. Developer vs. Publisher

Brand Game Development

They come up with the basic ideas behind the game (the core engine), design mechanics, create the rules, and sometimes even come up with the theme. They commission art, proofread, and play-test. Game design and play-testing take up more time than nearly anything else except for possibly manufacturing and commissioning art.

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

Radiator Blog

Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey , chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021.

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

Brand Game Development

I’ve split it into five sections for your convenience: How Ben, Sarah, and Will Got Started How Working in a Team Feels The Downsides of Teamwork Communication in a Team Advice for New Game Devs. This is unusual for most game devs, I think. Brandon: How I imagine teams as a solo dev. Advice for New Game Devs.

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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. I wait until I have all the art assets I need. That’s not necessarily good or bad, but it’s something game devs need to be wary of. All art is done. Click here. Shocker, shocker.