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Game art vs game design: What is the difference?

Logic Simplified

Video game development is a collaborative process that involves various people with specialized skills. The two most critical roles in this process are game artists and designers. Since most of us are unaware of the process of creating a game, we usually confuse game design and game art as being the same.

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How to Work in a Team in the Board Game Industry

Brand Game Development

I’ve talked about the benefits and challenges of working alone in the board game industry. Yet I’m a bit of an odd beast in the board game development world since most people prefer to work in teams. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.

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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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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
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Codex Early Access

Sirlin

Codex is the customizable card game I've been working on for a very, very long time. In September though, we'll open up just 200 slots for people to get physical copies of the game. These players will be seeing the game way ahead of everyone else, and they can join us in polishing up the last bits.

Balance 52
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A dramatic design shift for Spellstorm

Keith Burgun

Back in September, I introduced people to my upcoming card game, Spellstorm. Let me quickly explain how the game worked in broad strokes, and then I can explain the main problem. ” A lot of the basic MOVE/BUMP dynamics were inherited from my 2019 card game, Dragon Bridge. What Spellstorm Was. The Problems.

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Predicting the Future of Supercell’s Brand New Studio

Deconstructor of Fun

TWiG #212 - Apple's New Price Points / Game Genre Taxonomy pt 2 / Nintendo's Mobile Strategy ? Predicting the Future of Supercell’s Brand New Studio A year ago, Supercell announced their intention to open a studio in North America with the mission of developing games for PC and Console. ✉️ Received this email from a friend?

Studios 52