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

PreMortem.Games

These were small versions of the AAA games I had played a lot of, but they were just as enjoyable.” Solve puzzles and wander your way across the iris, and through the life, of Impressionist painter Claude Monet. Making games is different to making anything else. Pat Naoum: “Game development takes so long!”

Dev 104
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Solo dev Pat Naoum of the handpainted The Master’s Pupil: “Creativity is a tool”

PreMortem.Games

These were small versions of the AAA games I had played a lot of, but they were just as enjoyable.” Solve puzzles and wander your way across the iris, and through the life, of Impressionist painter Claude Monet. Making games is different to making anything else. Pat Naoum: “Game development takes so long!”

Dev 104
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Art Production for Mobile Games: Tips & Tricks

iXie gaming

We will explore various aspects of art production, including design concepts, art style, and optimization techniques. By the end of this article, you’ll have a solid understanding of how to produce high-quality art for mobile games that captivates players and sets your game apart in a competitive market.

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Tile Busters: Leaving The Reddest Ocean To Find A Blue Spot

Deconstructor of Fun

So, Spyke Games tapped into their puzzle experience from Peak and summoned one of the key elements of every successful puzzle game: Obstacles! Do you lack depth in your puzzle levels? Before Tile Busters emerged, Tile Match games primarily depended on tile positions for level design variability.

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Can Hay Day Pop Solve the Puzzle?

Deconstructor of Fun

At first glance, it was clear what type of game they were emulating. A bold move for Supercell, going against giants that continue to rule the casual puzzle space. Supercell’s previous entry, Spooky Pop, had a lot of design mistakes that prevented it from competing with the Saga model. The Core Game Loop. Puzzle Pass.

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Starting a New Studio? Dream Team is All You Need!

Deconstructor of Fun

Industry peers asked me: “What games will you make?” “Do Do you have a concept in mind?” Will you make another puzzle game?”. Some of the puzzle games I’ve worked on. Puzzles are one of the biggest market categories and it continues to grow each year. These are valid questions.

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