« Enterre-moi, mon amour », « Another Lost Phone »… Quand le jeu vidéo raconte le réel. Where the Water Tastes Like Wine Postmortem – Johnnemann Nordhagen. Hollow Knight and the art of consistency. The daunting aftermath of releasing your dream game, as told by the devs of Stardew Valley, Owlboy, and more. Release day for an indie developer sounds like it’d be a celebration.
Years of work have finally reached a successful conclusion. They can sit back, relax, and wait for the adulation and money to roll in. Special symposium with the staff of The Last Guardian Part.1:genDESIGN. We are going to discuss “Projection Trico” on “Special symposium with the staff of The Last Guardian Part.1”.
At the award-winning exhibition for the Japan Media Arts Festival, which is to be held between June 13th (Wed) 2018 and the June 24th (Sun), we were able to try out Projection Trico, which was used to promote the game, The Last Guardian. Breathing life into Dead Cells. There are too many video games. What now? “I don’t recommend quitting your day job to anyone these days,” says Jordi de Paco with a heavy sigh.
De Paco is no newcomer to the erratic world of independent game development, having worked on dozens of prototypes and multiple commercial releases over the years. Grey Alien Games » Blog Archive » How to choose what game to make next. I just got back from a trip to Boston where I took part in several roundtable discussions with indies and Valve that were mostly about how to make games that have a chance of selling OK and related topics.
Discussion avec Mathieu Triclot autour de Red Dead Redemption. Assassin’s Creed IV: Black Flag, Ubisoft Assassin’s Creed Odyssey, Ubisoft Comanche: Maximum Overkill, NovaLogic Final Fantasy XV, Square Enix Grand Theft Auto IV, Rockstar Games Grand Theft Auto V, Rockstar Games Mad Max, Avalanche Studios/Warner Bros.
Léon le Troglodyte, scénariste de jeux indépendants - Toolkit : Lever des fonds sans avoir de jeu. Comment nous avons préparé nos armes. The Witness – Page 18 – Explore an abandoned island. In the previous update I talked about how, despite the fact that The Witness is an "open-world" game, we are trying to make the environment as compact as possible.
Today I took a step in that direction by moving some areas around and compacting the island, changing its shape a bit: The topic every game dev is talking about behind closed doors : The cost of doing business. Content warning : I’ve embedded some tweets to various developers that show the sorts of comments that they receive every day.
There’s some strong language in there. I’ve been thinking a lot about what it costs to be a developer these days. Running a Kickstarter project that’s late – Practical Pixels. For one thing, we’re not late due to lack of working hard.
Most of us live and breathe for our projects. It’s often the first time in our lives we’re able to work on what we love, full-time. When it finally happens, working a lot comes naturally. People work so hard that I know many stories of developers getting burnt out and depressed from trying to meet the deadlines. Women in Video Game Development in 2017: A Snapshot. Share.
Thoughts on working in games from a broad cross-section of women in the industry. By Lucy O'Brien Several months ago, I asked 55 female and non-binary game development professionals from around the globe about the moment the light bulb switched on for them, the moment they thought video games are for me.
Yannick Elahee's Blog - Pricing your video game. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Everyone has an opinion about the price of video games. Gamers often think games are too expensive. Game developers think it’s not expensive enough, except for their own game. Pricing is hard because it mostly sets things in stone. COMPETITION — Is the field greener on the other side? Combat Recall. ~After spending the last several years working on God of War, I was trying to figure out what to do with a sudden surge of free time.
After talking about it with several other designers on the project, I thought it might be nice to just ramble on about some of the stuff I spent the last 5 years of my life working on. So full disclosure: there's a good chance nothing here will be of interest or use to anyone... With that said, the first mechanic I wanted to talk about was something that ended up being a pretty unique and well regarded mechanic - recalling the Leviathan Axe after throwing it. It was also one of the earliest gameplay/combat prototypes that we tackled. Despite knowing all the way back in 2015, maybe even 2014, that we wanted to do this mechanic, we were still putting the finishing touches on it months ago. Game boss interview: Tameem Antoniades's journey into madness with Hellblade.
What I learned from trying to make an Isometric game in Unity. The images used are from the game “A Place for the Unwilling” (by @AlPixelGames), a narrative sandbox set in a victorian city where time is always running and the ending keeps drawing closer. Read more about the game here. What I learned from trying to make an Isometric game in Unity I'm the programmer at AlPixel Games. Laralyn McWillams's Blog - Twenty Things I've Learned About Game Development. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Every year when it's released, there's a variety of commentary around Forbes' 30 Under 30 list for games.
Godot Engine - How to make your dream game, publish it and not die in the process. Motivation. Rediscovering Mystery - Noclip Documentary (feat. Jonathan Blow / Derek Yu / Jim Crawford) I make games for food. There Is No Game Devlog Part 1: How disappointment created a non-game. Random ups and downs of releasing games. I really don’t get how indies put so much time and effort into their first game. The Game Bakers – Etudes de jeu vidéo : sept fois à terre, huit fois debout. Une industrie de talents. Le jeu vidéo est avant tout une industrie de talents. Masterclass Jeux Vidéo Julien Merceron (Metal Gear Solid V) Video Games Are Boring. #28 - Comment on fait un escape game ? - Ludologies, du jeu sous toutes ses formes.
Ludographie Comparée #25 — De la nature du gameplay dans One Finger Death Punch — RadioKawa. Tavrox - Crafting games for the sake of fun. Savant: Ascent. Early Development When we started out, Simon spent most his time animating the Alchemist, focusing on even the smallest details, like the way his cape moves, or pose changes for aiming in different directions. Since this was going to be a game trying to promote Savant as an artist, it was really important to emphazise the character's design. Simon decided to do the characters and enemies in pixel-art and put them against hand-drawn backdrops.