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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

He took some online courses on programming and he was in business, as a solo dev operating under the name of Frambosa , only six months later. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. All this before there’s ever any playtesting done. This is never a good thing.”

Dev 104
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Among Us VR dev talks about how to create immersive worlds

Game Analytics

“It’s clear that simulation, as both a genre and concept, is far more popular in VR than in Console and PC games. Playtesting is crucial at this point. And many of the regular tricks that devs use to save on rendering costs are lost when building VR games. “It It’s also defined a bit differently.

Dev 91
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Why Gamification Makes Everything Else More Fun

Brand Game Development

The concept is simple: through gamification, you take the elements we associate with games – point scoring, competition, rules – and apply them to something else. Businesses have fallen in love with this concept because they’ve found that gamification works wonders for motivating people.

UX 130
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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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Theme vs. Mechanics

Brand Game Development

Now that we’ve accepted that theme and mechanics are imaginary, abstract concepts, let’s put them to use. Through playtesting, you can answer the question “do the mechanics suit the theme?”. The post Theme vs. Mechanics appeared first on Brandon the Game Dev. There is no hard-and-fast line that splits mechanics and theme.

Mechanics 100
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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. ” does not give them same context as “In playtests we found that a turn-based paradigm fits the prototype best, which answers questions raised about the prototype’s gameplay last week.”

Writing 104
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Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17

Radiator Blog

Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey , chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021.

Art 59