article thumbnail

Solo dev Tuomas Auronen (Redbeak Games) “Hardest part is financial uncertainty”

PreMortem.Games

Solo dev Tuomas Auronen , operating under the name Redbeak Games , looks pretty relieved three days after the launch of his game Mortal Glory 2. When his last game, that he spent 17 months working on, flopped, Auronen felt the pressure to make enough money to support his family. What’s your creative process? “It’s

Dev 125
article thumbnail

Solo dev Jason Larabie of Rodent Games works after hours on Artificer’s Tower “I live a dual life” 

PreMortem.Games

When the allure of game development clashes with the necessity of a traditional job, the only choice is to juggle both endeavors simultaneously. I simply couldn’t shake off my passion for making games. So, I ended up living a dual life, working my day job and moonlighting as a developer. This is a tricky question.

Dev 125
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

What are game development jobs that most people have not heard of?

Ask a Game Dev

Prototype Artist - an art generalist who specializes in putting together usable art for a game prototype. They know the quick and dirty hacks and key knowledge to get what’s needed into the game and working, rather than focusing on finishing out production quality assets.

article thumbnail

Addendum to cut content: people find remnants of cut content in game files often enough. So/but is there any even rough estimate you could give of cut content that’s dug up versus cut stuff that could never be found?

Ask a Game Dev

Some cut content never goes beyond existence in documents, let alone a prototype. Most gets a few iterations on a prototype before the plug gets pulled, often because we can't find the fun in the idea within the time we've allotted to it. The other thing is that cut content often comes in various degrees of completion.

Content 57
article thumbnail

Board Game Development – Wait Like a Champ by Using Downtime Wisely

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Last week in the Dev Diary, I talked about how board game development is a long, ongoing process with a lot of different stages. Need help on your board game?

article thumbnail

Makhoba Kamogelo: “Don’t let fear stop you from reinventing yourself”

PreMortem.Games

Now, she’s navigating the world of game development, where each day brings new challenges and exciting discoveries. Let’s take a trip back memory lane and find out when the seed of game development was planted and how each part of Kamo’s past adds up. This knowledge helps me create architectural designs in games.

article thumbnail

In regard to the vertical slice. Do studios work on/produce it to pitch a game or is it used as a milestone to reassure the money people that the game is progressing? (or both)?

Ask a Game Dev

The vertical slice is a big milestone in a game's development because it shows the entire game coming together in a cohesive play experience. Since it shows all of the major systems in the game working together, it naturally answers most questions about how the game will play. Call of Duty, Pokemon, Madden, etc.).

Culling 57