Pain Points are often the understated killer of many games, and we're going to discuss how to spot them and some common mistakes for developers to avoid.
A few months ago I released Core Defense on Steam and grossed $20,186 in the first week. Good enough for a solo indie developer – especially if you take into account that you can expect to make 2-5x your first week's revenue during your first year.
You see relatively little discussion of multi-platform revenue, including console. So I was delighted when The First Tree dev David Wehle went public with the following week 1 revenue percentages for his third-person exploration game starring a fox.
Good communication is important in all game development studios, even the smallest ones. Here I explain some of the issues I've had in our team and how we (sort of) solved them.
New research from Omdia shows that the consumer virtual reality (VR) market will be worth $10bn by 2025. In 2020, 3.3m standalone headsets will be sold, outselling combined smartphone and tethered VR headsets for the first time.
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we went through and what we gained from implementing raytracing.
A series of production tips, suggestions, and best practices to optimize development cycles and minimize delays by META Publishing's producer Mike Matytsin.
There are numerous motives why video games also can advantage your cognitive abilities; from enhancing dexterity to growing problem-fixing abilities, gaming abilities may be positioned to suitable use with inside the outdoor world.
Nimoyd is not only a game – but an indie story about two friends who were searching for that one awesome game idea. When we almost gave up on Xmas 2018, it clicked. We quit freelancing in 2019. Today, a small team. But it started humble, with 2 friends.
Technical implementation of Intel View feature in Mafia III.
Elements we constructed for destroying and defending enemy bases by shooting from a car.
Partnering with a publisher may seem as playing it on easy mode, but it's a double edged sword and indie devs should be cautious and review all of their options first and foremost.