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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. So, his solo debut game Billy Bumbum might be the first and last game he made as a one-man-dev-team. But for me it might be different than for other solo devs.

Dev 104
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Solo dev Diego Ras of Raccoo Venture “Everything starts with paper and pencil”

PreMortem.Games

That’s how I worked on the level design and puzzles in Raccoo Venture, for example. Although the levels often underwent changes after testing in the 3D environment, when you start to feel the dynamics of the level and the puzzles. There it will go through another polishing stage until reaching an acceptable product.

Dev 160
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Design review: Botany Manor as a quiet dark detective game

Radiator Blog

Botany Manor is a 3 hour first person puzzle game about growing plants while exploring a big beautiful fancy house that smells like British Bake-Off. Gone Home anchors its story focus with voice acting, narration, simpler puzzles, and wry realism. The Witness fully commits to hundreds of puzzles at the scope of an open world game.

Puzzle 69
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Out Now • Solo dev Pat Naoum of the handpainted The Master’s Pupil: “Creativity is a tool”

PreMortem.Games

Solve puzzles and wander your way across the iris, and through the life, of Impressionist painter Claude Monet. Is this mechanic fun? I still love to see how things work, and if they are broken I love the puzzle of how to fix it. All advice for new game devs is to work on small projects, and make as many as you can.

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

PreMortem.Games

Solve puzzles and wander your way across the iris, and through the life, of Impressionist painter Claude Monet. Is this mechanic fun? I still love to see how things work, and if they are broken I love the puzzle of how to fix it. All advice for new game devs is to work on small projects, and make as many as you can.

Dev 104
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6 Reasons Escape Rooms Will Make You a Better Board Game Designer

Brand Game Development

For as much as we talk about theme-mechanic unity here, it’s an ideal to be pursued and which is seldom truly met. Part of the reason Escape Rooms appeal to people who don’t normally play games or solve puzzles is the physical experience. However, different people can focus on different puzzles.

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

PreMortem.Games

And so, the duo started exploring different ways to turn talking into a puzzle. Press B to express Doubt’, for example, is a classic case of mismatch between gameplay scenario and mechanical input. For this to be a First Person Talker -and not just a conversational sim- the conversation itself had to be gamified in some way.

AI 125