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Welcome to the weird and wonderful hand-build world of Harold Halibut

PreMortem.Games

Most of the sets, characters and props were built by hand over a period of 3 years. So our solution was to 3D scan all the things we built in order to then process them in a more conventional game dev sense.” The post Welcome to the weird and wonderful hand-build world of Harold Halibut appeared first on PreMortem Games.

Build 104
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Solo developer Splenbit of Blocks Tracks Trains: “I like pursuing my own vision”

PreMortem.Games

As a solo dev I don’t have to synchronize with other people and can work at crazy hours. I also enjoyed seeing the things players were building in Minecraft, so I decided to make a creative toy in which you build train sets from voxels. You would even have to build the train wheels yourself.

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Did you have team members who actually doesn’t play much games? I’d imagine positions like networking engineer, community manager, or even artists could get by without a lot of game knowledge. Do they contribute something else that gamers don’t?

Ask a Game Dev

While most game devs do play games in some form or other, there are plenty of developers who are much more casual in the kind of games they play, and some who don’t play any at all. Large game dev teams are full of experts in specific fields. Knowing the game and its details are very valuable for community managers.

Engine 52
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The Kristala Dev Blog - Issue #30

Astral Clock Tower Studios

Thanks for tuning in to another exciting issue of the Kristala dev blog! This month, in addition to our typical development sprints, we've also been hard at work prepping a super special convention build of Kristala for the upcoming Play NYC convention. Here's a look at just some of the props Harold was able to complete this month.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

That's why we were super excited when we learned that this year's fifth-annual Play NYC convention would be held in person (with tons of awesome precautions in place to ensure all devs, speakers, and attendees were kept safe and healthy). We can't wait to go back again next year! In-tact and broken Amulets.

Dev 52
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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

We're so happy you're joining us for another epically magical installment of the Kristala Dev Blog! This is the place where we break down all aspects of development for 3D Dark Fantasy ARPG Kristala—an indie game in developed by the wildly talented dev team behind women-owned indie games studio, Astral Clocktower Studios. Concept Art.

Dev 52
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So how much $ (in general) does it cost to produce a fully animated/rigged, fully voiced 1-3 minute cutscene in a game that’s in ongoing development (something like SWTOR, where they have a lot of prebuilt assets)? Like just a general low range and high range? I’m seeing a lot of people complaining about prioritizing content they want, and don’t know enough about the behind the scenes costs to properly communicate they’re being unrealistic with their complaints.

Ask a Game Dev

The cost of any content in game dev is directly proportional to how much new stuff needs to be created for that content. If the cutscene needs new animations we need to bring on an animator to spend time building the new animations needed for the cutscene. that might need to be created for certain specific cutscenes.