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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
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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
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Games Speak through Mechanics, Not Rules

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. The mark of a great game developer is to make great complexity and interaction come out of simple elements. Need help on your board game? Games tell stories – whether they mean to or not.

Mechanics 130
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Teleportation Mechanics

Grid Sage Games

Cogmind generally has fewer such direct escape options, but teleport mechanics are out there, if an advanced tech not usually available until the late game. As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them.

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Spotting and Dropping Bad Mechanics

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Most board game mechanics will not work as well as you intend them to. Good board game developers need to know when to drop mechanics and when to refine them. Click here. So it goes.

Mechanics 130
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How to Design the Mechanics of Your Board Game

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the third of a 19-part suite on board game design and development. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.

Mechanics 130
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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