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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*). Using this method, I tried to reach a new level of visual coherence in the prototype. Watch the new trailer for GenoTerra right here: 96.

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

PreMortem.Games

This finally leads me to prototyping and validation. But the process doesn’t end there, and usually I keep discovering things that make me go back and forth and iterate, playtest, iterate, refine, playtest, iterate… I definitely recommend getting feedback from external playtesters at each step.” “I

Dev 158
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A Beginner’s Guide to Multiplayer Game Development

iXie gaming

Prototyping  Create a minimum viable product or a prototype to assess your multiplayer game’s core mechanics. Through prototyping, you can identify possible issues early. Teams collaborate to code and create the multiplayer game’s art assets, levels, and audio. Also, check the multiplayer game for optimization.

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Istanbul Gaming Summit 2023

Deconstructor of Fun

Hofree said that she was excited by AI for prototyping, brainstorming and personalising the experience for every player, and Haussila said he was interested in using AI tools to speed up some developer processes. He finished off by reminding markers to refresh their ads no more than every quarter, removing low-performing assets.

Games 59
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Zugzwang as a pole dance upward unto heaven

Radiator Blog

I first prototyped it back in 2019, but I didn't really know how to finish it. Originally this was prototyped as "Saugzwang" and I made it for the 7 Day Broughlike Jam back in 2019. This marks its true public release, with finished graphics, gameplay, tuning, more sex, and finally an ending. L of semen for each one.

Code 52
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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

Both games were incredibly successful and powered by humongous content machines that could deliver maps, weapons, modes, and items at a regular cadence, thanks to a combination of large teams and a low bar for asset fidelity and design complexity. Lightspeed came in with a mobile rendition of a single player campaign mission.

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