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Solo dev Evan Polekoff of Critter Crossfire “Motivation is a limited resource” 

PreMortem.Games

This game represents me as a developer”, he says. “I But the stress of work can take its toll, and part of the reason why the development of Critter Crossfire is taking this long is because Polekoff had to take breaks. Burnout is a very real threat to solo-developers”, he says. Why are you working as a solo developer? “In

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Solo dev Rohan Nowell of Doggy Don’t Care “Just start building and ideas will come” 

PreMortem.Games

The mobile game about a Magpie that swoops down and attacks pedestrians was successful enough for Nowell to keep developing games. “I Why did you become a solo developer? “I I also released the demo on Steam early (after invite-only playtesting) so I can gather feedback from real players. I like variety in my work”, he says.

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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. But going through 3 years of development by himself has made him realize that solo is not really for him. “I Why did you become a solo developer? “I Develop, test, develop, test.”

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Final Factory by Never Games takes automation into space and adds bullet-hell

PreMortem.Games

He got the idea after playing Factorio for hundreds of hours, but in the six years of development that followed, Ben Ryding came up with a delightful twist on the genre. Pretty impressive for a largely solo-developed game. “At The primary obstacle is just getting people up to speed on the code base and development practices.

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Question for the Cocos Creator Devs

Cocos

Hey wonderful folks on the Cocos Dev Team! I work in cocos on an almost daily basis for my Job and you guys are really killing it with speed and quality of it’s development! Speaking of development… does anybody know or have an idea of when Cocos will be able to support spine versions 4.1

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Dev Diary: 03/31/17

Brand Game Development

Join my community of over 2,000 game developers, artists, and passionate creators. I’ve created a playtesting log and I’ve done 11 tests so far. If you want to learn more about record-keeping and playtesting, I’ve got a great article for you to check out. In short: I have completed the first draft of the board.

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Indie dev studio Wikkl Works takes virtual rock climbing to New Heights

PreMortem.Games

Boogaard’s passion for climbing led them to develop an elaborate climbing system that closely resembled the real-life experience. Standing on desks Developing New Heights posed several significant challenges, including refining the climbing system, creating intuitive climbing controls, and perfecting the photogrammetry workflow.

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