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Game devs talk design methods, system mechanics in design summit

Game Developer

For anyone with an interest in game design, Polaris' developer summit has different articles covering various aspects of design development.

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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. Woods started his studio Here Below with the vision of becoming the A24 of game companies. Here Below is an attempt to pool resources between small devs. I’m nimble.

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Solo dev Matthieu Houllier lets you take a paper plane on an adventure in Paper Sky

PreMortem.Games

French solo dev Matthieu Houllier , operating under the name Brute Force , has been making games by himself for five years. In that time he has released the 3D platform game Crumble. “It Because Houllier is working alone, he needs player’s feedback to shape his games. “I ” Why did you become a solo developer? “It

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Teleportation Mechanics

Grid Sage Games

Cogmind generally has fewer such direct escape options, but teleport mechanics are out there, if an advanced tech not usually available until the late game. As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them.

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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. The mark of a great game developer is to make great complexity and interaction come out of simple elements. Need help on your board game? Games tell stories – whether they mean to or not.

Mechanics 130
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Game Dev Glossary: Prototype, Vertical Slice, First Playable, MVP, Demo

Ask a Game Dev

It’s a functioning version of all planned game systems in the game working together for a representative final game experience. Examples might be character movement, a combat combo system, or a specific game mechanic. was modeled in this prototype before being translated to the 3D game world.

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Spotting and Dropping Bad Mechanics

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Most board game mechanics will not work as well as you intend them to. Good board game developers need to know when to drop mechanics and when to refine them. Click here. So it goes.

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