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Korean indie dev Funnylocks “We made Unstoppable for a global audience”

PreMortem.Games

During that time he crossed paths with Cho Si-wook , now the lead game designer at Funnylocks Game Studio. Si-wooks’s deep passion for game development inspired Hee-sang to take a leap of faith. We’ve crafted Funnylocks’ distinctive style by integrating these values into our game.”

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4 Lessons from Exit Games for Aspiring Board Game Designers

Brand Game Development

Certainly, board game designers can learn a lot from well-designed escape rooms. Exit Games by Kosmos are the closest we can get to the authentic in-person experience right now. Join my community of over 2,000 game developers, artists, and passionate creators. The game is full of mysteries, riddles, and puzzles.

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3 Signs It’s Time to Quit Working a Board Game Design Idea

Brand Game Development

You have to block off time for your creativity to flow, do the hard work, and take tough feedback to make the best game you can. I also think that if you’re brand new to board game design, it’s worth pushing a small project all the way through its full lifecycle from start to finish. All of this means trying hard!

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Make a Board Game in 28 Days: A Challenge by Brandon the Game Dev

Brand Game Development

Today, I have a challenge for you as a board game designer. I want to see you make a board game in 28 days. That’s why I’ve provided a 28-day game design challenge for you. This 28-day challenge is intended to give you the structure needed to get into the habit of board game design.

Dev 130
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7 Lessons from Monopoly for Aspiring Board Game Designers

Brand Game Development

.” Besides, when we – as gamers and game developers – put aside our frustration for a moment, we can actually see Monopoly for what it is: a solid concept with bad execution. There are a lot of questionable game design decisions that, if corrected, could have made for a fantastic game.

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4 Lessons from Santorini for Aspiring Board Game Designers

Brand Game Development

The rules could not possibly be simpler, and yet the strategy of the game gets pretty heady. There are lots of reasons I love, love, love this game. For the purposes of this article, though, we’ll be discussing four lessons for board game designers to take away from it. Physical game presence counts for a lot.

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

PreMortem.Games

As I mentioned, this being my first game, I was learning not only how to game develop but also the language of game design. I feel now I’m a better game designer, because I had the time and space to work on it solo.” Pat Naoum: “Game development takes so long!”

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