article thumbnail

Solo dev Evan Polekoff of Critter Crossfire “Motivation is a limited resource” 

PreMortem.Games

With the game now announced for a 2024-release, the part time solo dev is motivated to finish the game. I get to wear every hat, from 3D art to level design to marketing and everything in-between “Working on personal projects is also a great way to develop new skills that I don’t have the opportunity to develop in my day-to-day work.

Dev 160
article thumbnail

Solo dev Rohan Nowell of Doggy Don’t Care “Just start building and ideas will come” 

PreMortem.Games

I like variety in my work (art, coding, animation, marketing); it keeps things interesting and I also love seeing my own progress over the weeks, months and years.” I also released the demo on Steam early (after invite-only playtesting) so I can gather feedback from real players. What are the biggest advantages of working solo? “I’m

Dev 138
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

Final Factory by Never Games takes automation into space and adds bullet-hell

PreMortem.Games

One of my close friends, Ches Denison, joined me working 5-10 hours a week as a playtester, game designer, and just a general jack-of-all-trades-guy. Once playtesting began in early 2023, player feedback further refined my vision. Plus, maintaining a healthy work-life balance is the most important thing you can do as a game dev.

article thumbnail

When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

This article is part of the game-dev advice newsletter Levelling the Playing Field by Rami Ismail. If you want to know more about the art, craft and science of game development, subscribe here. The newsletter is free but you can support the existence of LTPF with a small subscription fee.

Writing 104
article thumbnail

Theme vs. Mechanics

Brand Game Development

Through playtesting, you can answer the question “do the mechanics suit the theme?”. Once you’ve got mechanics to suit a core theme, you can develop the theme a little more through art, story, and graphic design. The post Theme vs. Mechanics appeared first on Brandon the Game Dev. Then you can start developing mechanics.

Mechanics 100
article thumbnail

The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

We're so happy you're joining us for another epically magical installment of the Kristala Dev Blog! This is the place where we break down all aspects of development for 3D Dark Fantasy ARPG Kristala—an indie game in developed by the wildly talented dev team behind women-owned indie games studio, Astral Clocktower Studios. Concept Art.

Dev 52
article thumbnail

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