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When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

This article is part of the game-dev advice newsletter Levelling the Playing Field by Rami Ismail. A pattern most of us learn in school holds us back from writing clearly. Not games writing mind you, but copy writing – for pitches, store pages, press releases, & everything else.

Writing 104
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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. All this before there’s ever any playtesting done. This is never a good thing.”

Dev 104
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How to Work in a Team in the Board Game Industry

Brand Game Development

I’ve split it into five sections for your convenience: How Ben, Sarah, and Will Got Started How Working in a Team Feels The Downsides of Teamwork Communication in a Team Advice for New Game Devs. I’ll also be writing responses for Will. Along with handling all the business, Ben has playtested and helped develop our designs.

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What’s the point of board game reviews?

Brand Game Development

Drama aside, it truly is difficult at first because you have to identify reviewers, send prototypes, make sure your game is ready enough, cross your fingers, and hope they like it. You can keep a dev diary. Don’t write off a reviewer based on subscriptions or web traffic. appeared first on Brandon the Game Dev.

Games 130
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Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17

Radiator Blog

Last month, game industry documentary makers 2 Player Productions debuted a massive 32-part YouTube game dev doc series Double Fine PsychOdyssey , chronicling the development of Psychonauts 2 from its earliest glimmers of pre-production in 2015 to its final release in 2021.

Art 59
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. Then I write down everything I consider relevant into spreadsheets to compare them all. This finally leads me to prototyping and validation. The toll on your mental health can be quite high for solo devs.

Dev 156
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Choose Your Own Adventure: Self-Publish Board Games or Not?

Brand Game Development

You do the game development and playtesting. You have to spend money making a nice prototype for publishers, sure, but you don’t have to get deep into the behind-the-scenes business processes. That may sound icky, but don’t simply write off the traditional publishing route. appeared first on Brandon the Game Dev.

Games 130