article thumbnail

Solo dev Josh Salley (HALbot Studios) “I believe in keeping a good work life balance”

PreMortem.Games

Josh Salley has always been a big fan of gaming, but thought that game development was out of his reach. “I I just assumed game development involved writing code all day.” I have always been a huge gamer, but never imagined I want to actually make games. I believe in keeping a good work life balance.

Balance 195
article thumbnail

Solo dev Walter Woods (Here Below) of Dark and Deep “Strategic partners are crucial” 

PreMortem.Games

In the upcoming first person horror game Dark and Deep players take on the role of an underachieving IT guy who gets caught up in a conspiracy podcast. Woods started his studio Here Below with the vision of becoming the A24 of game companies. Here Below is an attempt to pool resources between small devs. I’m nimble.

Dev 149
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

Solo dev Dr.Kucho fights for true video games: “People play guided tours now”

PreMortem.Games

Spanish solo dev Daniel Manzano (aka Dr. Kucho !) Manzano endured the rough times though and managed to finish the game and release it on Steam. The games he finds on Steam nowadays are hardly worthy of the term video game according to Manzano. The modern gaming ecosystem is killing true video games”, he says earnestly.

Fighting 220
article thumbnail

Solo dev Simon Taylor saw his game Smash Dungeon fail “The journey comes to an end”

PreMortem.Games

It’s a hard pill to swallow if you’ve worked on your game for five years, only to launch it to a largely indifferent audience. That’s what happened to solo developer Simon Taylor (working under the name Plastic Cow Games ) and his game Smash Dungeon. After that, the game never gained any traction and faded away in obscurity.

Dev 117
article thumbnail

Love Letter: Elegantly Balancing a Game

Brand Game Development

As both a lightweight game and an accurate portrayal of the courtship process, Love Letter is an exemplary work. I often feel that “filler games” aren’t subjected to the same level of analysis and thought that many heavier games like Twilight Struggle or even Pandemic are. Need help on your board game?

Balance 130
article thumbnail

Solo dev Michael Schmidt “Adding spiritual traditions to games is hard”

PreMortem.Games

Michael Schmidt has been interested in spirituality and Islamic spiritual tradition for a long time, and in his latest game Islands of the Caliph it all comes together. Schmidt developed the game by himself, because “I’ve never been any other kind of developer”. Each game has been different. Yes, a video game did that!

Dev 117
article thumbnail

Solo dev Jordan Mochi: “I’ve sacrified a lot of my 20’s to make Conscript”

PreMortem.Games

Jordan Mochi has been working on his debut game Conscript for 6 years under the name of Catchweight Studio. Despite being a solo dev all that time, he never really struggled with his motivation. “I I feel like I was put on Earth to make this game”, he says. “I’ve I feel like I was put on Earth to make this game!

Dev 177