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How to Tell When Play-Testing Feedback is Useful or Not

Brand Game Development

Click here. The most important rule is write down all the feedback you receive during play-testing. Every opinion – however misinformed you may believe to be – is a data point. As in rigorous scientific experiments, data points are to be gathered accurately and then interpreted later.

Balance 130
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Enticing mix of genres in Ghibli-inspired The Brew Barons by Lifetap Studios

PreMortem.Games

As we were prototyping there was still a feeling the game needed more action. Thus I make an effort to use purchased art assets only as a starting point to then be modified into something more unique and fitting of the aesthetic.” “We built a prototype in our spare time and saw the potential. But that’s not all.

Studios 104
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How To Play-Test the Rules of Your Board Game

Brand Game Development

Click this picture for some backstory! This guide comes in four parts: What are some guidelines for writing good rules? What are some guidelines for writing good rules? Rule writing can be business-like, resembling technicial writing in a lot of ways. Brandon: What are some guidelines for writing good rules?

Mechanics 130
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Top 7 Best film production management software 2022

Filmustage

For example, a first for this category is the ability to write a scene synopsis. It seems like a small thing, but many producers point out that the synopsis helps to navigate the blocks of information through your scheduling stripes. Our magic Scheduling feature is not revolutionary but presents a solid and stable performance.

Film 52
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Old World Designer Notes #3: One Unit per Tile

Designer Notes

Few people called for the return of stacks-of-doom, but critics pointed out that carpets-of-doom were just as bad. Early on, the simplest way to prototype the game was to maintain a strict 1UPT rule (as stacking has the major downside of making the UI much more complicated).

Tile 40
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How to Scale A Games Company | Travis Boatman, Gigi Levy-Weiss, & Kristian Segerstrale

Deconstructor of Fun

And the point is that you… because you get so used to selling the idea, ultimately you'd know nothing about that idea until you market tested it, until you've, like, started building it, until you start getting some data. Gigi brought up a good point about the kinds of companies I sort of have three in my head about video games.

Games 52