[font=arial]Week 3[/font]
On an indie team, being efficient with your time is important. As a solo developer, it's imperative. Traditionally, when adventuring into the early artist process for video games, you'll have piles of concept art, mood sketches, character concepts, often even pro…
Week 2
[font='Helvetica Neue']William's Game[/font]
[font='Helvetica Neue'][font='Helvetica Neue'](Post by William Holly - Read More at www.duelingdevblogs.com)[/font][/font]
[font='Helvetica Neue'][font='Helvetica Neue']This week, I began tackling the programming for my game. Hammering out a prototyp…
Week 2
(Post by Gabriel Priske - Read More at www.duelingdevblogs.com)
Much like the process of reproduction, in game design there are a few fundamental pieces that you put together to get things started. From there, the thing grows on its own. You're mostly left to deal with growing pai…
Week 1
(Post by William Holly - Read More at www.duelingdevblogs.com)
When making a game, there's highs and lows. For people who like a challenge, that might be bug fixing. For people who like world-building, that may be in crafting Easter eggs or cutscenes. For people who like money, i…
Week 1
(Post by Gabriel Priske - Read More at www.duelingdevblogs.com)
Really pure ideas are hard to come by. Ideas that don't feel forced or gimmicky, but like an intuitive way to experience gaming. For example, I love how in Mario, you fight Goombas and Hammer Bros using the same skills …