A simple "rule of thumb" for quick "smell-test" risk assessment of crowdfunded game projects.
I hate grinding. Iím fundamentally opposed to it, and Iíve always made an effort to keep it out of all my games. And yet, somehow I had made a game in which you repeat the same task over and over again.
By building a gameplay prototyping library we've manage to increase our iteration speed for the naval gameplay of AC4
Part 2 of the Darkest Dungeon Kickstarter Post-Mortem covers the second half of our successful campaign, plus preparing for fulfillment and logistics. There will eventually be a part 3, after Darkest Dungeon ships!
Discussion about our experience co-working with Harmonix and why it is important to talk/meet/share with other developers.
In this article, game designer Sande Chen examines how modding board games and sports can inspire creativity.