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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. A pattern most of us learn in school holds us back from writing clearly. Not games writing mind you, but copy writing – for pitches, store pages, press releases, & everything else.

Writing 104
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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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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
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How to Make Board Game Rules

Brand Game Development

A mechanic is the concept behind the game and the rule is the way that it’s handled to ensure balance.” Playtest a Ton. Be direct when writing rules. Use present tense, active voice, and second person when writing rules. The post How to Make Board Game Rules appeared first on Brandon the Game Dev.

Balance 130
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. I usually start with a location or concept from which I build a ‘mind map’. Then I write down everything I consider relevant into spreadsheets to compare them all. This concept grew organically from a single idea.

Dev 158
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How to Work in a Team in the Board Game Industry

Brand Game Development

I’ve split it into five sections for your convenience: How Ben, Sarah, and Will Got Started How Working in a Team Feels The Downsides of Teamwork Communication in a Team Advice for New Game Devs. I’ll also be writing responses for Will. Along with handling all the business, Ben has playtested and helped develop our designs.

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Finding the right people for your studio by running effective tech interviews

PreMortem.Games

I’ve been interviewing developers since 2013, talking to dozens of candidates at companies such as King, Foxglove and Yager, writing job specs for various roles, and providing hiring decisions. At one point I helped King open their Berlin office, interviewing potential members of their initial dev team.

Studios 104