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Solo dev Tuomas Auronen (Redbeak Games) “Hardest part is financial uncertainty”

PreMortem.Games

Solo dev Tuomas Auronen , operating under the name Redbeak Games , looks pretty relieved three days after the launch of his game Mortal Glory 2. No wasted time on communication and alignment. So far I haven’t done any prototyping either as I feel it would have taken too long to validate my ideas that way.

Dev 125
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When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

This article is part of the game-dev advice newsletter Levelling the Playing Field by Rami Ismail. 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.

Writing 104
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You Are Not Alone: Common Pains for Game Devs & How to Overcome Them

Brand Game Development

Whenever I saw a complaint from a game dev pop up on my Twitter feed, I recorded it in Excel. Join my community of over 2,000 game developers, artists, and passionate creators. In my geeky analysis of game dev Twitter gripes, I found some common threads. Communication Breakdowns with People. Key Takeaways for Game Devs.

Dev 130
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What goes into the vertical slice of an MMORPG? I feel that it would be hard to prototype when a lot of the game’s premise relies on quest progression, player-to-player interactivity, etc. It seems like something that cannot be communicated effectively until much later in development.

Ask a Game Dev

Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ The purpose of the vertical slice is to persuade the executives that the rest of the game is worth making. Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?

NPC 44
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Rami Ismail • Find your USP by describing the game in one or two sentences

PreMortem.Games

This article is part of the game-dev advice newsletter Levelling the Playing Field by Rami Ismail. Years ago, at the annual Penny Arcade Expo games convention, I was showing off an advanced prototype of Vlambeer’s Ridiculous Fishing. If you want to know more about the art, craft and science of game development, subscribe here.

Games 104
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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. 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.

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Talking Without Words

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. This week, in Start to Finish: Publish and Sell Your First Board Game , I released Five Levels of Communication through Game Development. We’re doing rapid prototyping. Need help on your board game?