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Solo dev Walter Woods (Here Below) of Dark and Deep “Strategic partners are crucial” 

PreMortem.Games

In the upcoming first person horror game Dark and Deep players take on the role of an underachieving IT guy who gets caught up in a conspiracy podcast. Solo and tiny dev teams have a lot of superpowers, but we have some weaknesses too”, he explains. Here Below is an attempt to pool resources between small devs.

Dev 149
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Solo dev Josh Salley (HALbot Studios) “I believe in keeping a good work life balance”

PreMortem.Games

He now works under the name of HALbot Studios on not one, but two first person survival horror games, House of Lies and The Nightmare Escape. Thinking about those ideas and how I could come up with my own spin or tell my own story with similar mechanics. “I just assumed game development involved writing code all day.”

Balance 195
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Solo dev Evan Polekoff of Critter Crossfire “Motivation is a limited resource” 

PreMortem.Games

For the last five years, off and on, he worked on Critter Crossfire , a turn-based tactics and first person shooter hybrid. With the game now announced for a 2024-release, the part time solo dev is motivated to finish the game. This game represents me as a developer”, he says. “I I get excited to implement wacky ideas!”

Dev 158
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Games Speak through Mechanics, Not Rules

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Core Engine: If you strip out all the mechanics that put obstacles in your players’ path, what’s left? The core engine is the bare minimum set of mechanics you need to have a functioning game.

Mechanics 130
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Actually talk to the (author-led AI) murder suspect in Dead Meat by Meaning Machine

PreMortem.Games

His debut game Unknown Number was the first game in what its creator Tom Keane called the ‘First Person Talkers’ genre. Unknown Number put First Person Talkers on the map, with talks at GDC, several indie awards, and even being exhibited at the Smithsonian museum in Washington DC.

AI 127
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Fruit Ninja dev talks porting to VR

Game Analytics

One of the core mechanics of a VR game is being able to interact with the world around you. It’s such a fundamental mechanic that it feels strange if your game doesn’t include it. Halfbrick found this was particularly true for movement mechanics, where there are three usual ways to move around: Blink.

Dev 97
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Among Us VR dev talks about how to create immersive worlds

Game Analytics

Being able to actually play as an Impostor or Crewmate in first person was just so appealing to players.” Aside from making it first person, which was incredibly important, the next big one was adding spatial voice chat. Among Us VR is similar here, too. We started with simple changes. It made the game feel more real.

Dev 91