Remove Communications Remove Concepts Remove Point and Click Remove Prototyping
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When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

Rami Ismail Click away in seconds Working in games is a communication minefield: multidisciplinary communications, both internal and external, with the purpose of alignment or selling ideas. Or if you’re writing a store page or a video script, people click away in seconds.

Writing 104
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5 Lessons I Learned at a Play-Testing Convention (Protospiel Atlanta)

Brand Game Development

Click here. Prototype of a beach volleyball game by Julio Nazario. Join my community of over 2,000 game developers, artists, and passionate creators. Protospiel conventions are based around prototype board games. Prototypes ranged from paper-and-pencil to full-on Game Crafter $100+ sets.

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Talking Without Words

Brand Game Development

Click here – it will take you right to the updates at the bottom of the page. This week, in Start to Finish: Publish and Sell Your First Board Game , I released Five Levels of Communication through Game Development. Join my community of over 2,000 game developers, artists, and passionate creators.

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How to make your dream game, publish it and not die in the process

Mircosoft Game Dev

If you are planning to make the code cleaner at some point, it has to be because it gets difficult to work with it. Let them work the way they like, quick and dirty, but just make sure they write clean APIs to communicate with other programmers. Wait, shouldn't a prototype come first? Do not bother with design. Well not really.

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How To Play-Test the Rules of Your Board Game

Brand Game Development

Join my community of over 2,000 game developers, artists, and passionate creators. This suite is based on the Five Levels of Communication through Game Development , my own personal board game development philosophy. Click this picture for some backstory! Where in an MMORPG world, that concept is very straightforward.

Mechanics 130
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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