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7 Odd Roadblocks Rookies Face In The Stages Of Game Development

Big Games

Voice actors breathe life into characters, and developers write thousands of lines of code. For independent studios, creative marketing strategies like crowdfunding and early-access Beta releases play a crucial role. The proof of concept is crucial, helping decide if the game is feasible, its cost, team size, and timeline.

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Finding the right people for your studio by running effective tech interviews

PreMortem.Games

I’ve been interviewing developers since 2013, talking to dozens of candidates at companies such as King, Foxglove and Yager, writing job specs for various roles, and providing hiring decisions. During the following Playtesting session, the game designer is unimpressed with the current state, mentioning missing features.

Studios 104
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Rebalancing Cogmind

Grid Sage Games

Beta 11 is finally tackling this project, and we’ve already seen it manifested across propulsion , weapon mechanics , storage units , fabrication and more, but the comprehensive item-by-item review has only come to pass as part of the conclusion to this dev cycle. Categorical Approach.

Balance 52
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Garrisons 2.0

Grid Sage Games

For Beta 12 I decided to include it on the patron feature voting list, and… it won. This might help spot areas I wanted to adjust, or at least offer a clearer picture of the total challenges and rewards possible in a given map as of Beta 11. Sample Garrison content list from Beta 11. or large (hard to fit the work in?),

Beta 52
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Teleportation Mechanics

Grid Sage Games

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. In fact I have two new concepts for teleportation tech, which is kinda funny because of how they evolved out of the same idea.