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3 Signs It’s Time to Quit Working a Board Game Design Idea

Brand Game Development

From time to time, I see board game creators on social media who have been working on the same design day-in, day-out for years on end. The first are people making a board game as a labor of love, who know they’re taking their sweet time on it, and they’re OK with it. And the second camp?

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How Many Blind Play-Tests Does Your Board Game *Really* Need?

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. After all, I’m checking to make sure there are no serious balance issues that come out of repeated plays. I’ve already play-tested this game a ton. Need help on your board game?

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How to Learn Complex Material Quickly

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. In the world at large, primary sources can include all sorts of things: data from your business, academic journals, videos, blogs, magazines, news sites, social media, books, and so on.

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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. 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.

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Year 9 of the Cogmind

Grid Sage Games

First here’s our yearly dev collage showing off in visual form some of the progress and work since our last review, version 2022! Selection of images from the past year of Cogmind-related development as posted on this blog, forums, and social media (larger size here ). Development Time.

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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

The exact potential of this integration remains to be seen, but it hints at a richer and more connected gaming experience. As social media platforms continue to proliferate, there’s a palpable yearning among users for genuine human interactions. With it comes the challenging balance between financial backing and creative control.

Indy 105
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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.

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