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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. My ongoing development of Highways & Byways has got me thinking about the way that we, as game developers, communicate with gamers. Mechanics include things like player elimination and hand management.

Mechanics 130
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Hello. Do you think having a game programming YouTube channel can be useful as a portfolio? Like recreating game mechanics from existing games or creating new ones, and explaining my thoughts and decisions through the videos. Similar to Artstation for artists, but in this case for programming.

Ask a Game Dev

Second, there's definitely a lot of benefit to practicing communication skills which you get from posting for public consumption. My own personal ability to communicate has improved significantly since I began this blog. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ

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Out Now • Solo dev Pat Naoum of the handpainted The Master’s Pupil: “Creativity is a tool”

PreMortem.Games

Is this mechanic fun? Asking and discussing general ideas about themes or concepts, ‘I’m thinking of making my eye game about Monet now… what do you reckon?’. Plus just the act of talking out an idea generates a lot more ideas around it, as well as connecting them with other concepts. Will it run properly?

Dev 104
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Solo dev Pat Naoum of the handpainted The Master’s Pupil: “Creativity is a tool”

PreMortem.Games

Is this mechanic fun? Asking and discussing general ideas about themes or concepts, ‘I’m thinking of making my eye game about Monet now… what do you reckon?’. Plus just the act of talking out an idea generates a lot more ideas around it, as well as connecting them with other concepts. Will it run properly?

Dev 104
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How to Make Board Game Rules

Brand Game Development

As I said last week , “rules regulate the way mechanics are implemented. A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” ” Rules are really tricky to do right because you have to serve two purposes: balance the game and communicate clearly.

Balance 130
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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). link] Concept Art. We can't wait to go back again next year! In-tact and broken Amulets.

Dev 52
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5 Lessons I Learned at a Play-Testing Convention (Protospiel Atlanta)

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. I’m also very skeptical about the return on investment that game devs can expect from a typical con. Games need to communicate very clearly through metaphor and halfway-read rules. Click here.