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« Enterre-moi, mon amour », « Another Lost Phone »… Quand le jeu vidéo raconte le réel. Where the Water Tastes Like Wine Postmortem – Johnnemann Nordhagen. UPDATE: Wow, this has gotten far more attention than I anticipated! In light of that, I want to clarify a few things and update you all on our plans for the future.First, many headlines have said the game was a “failure” or a “flop”. That’s not true, and definitely not how we feel about it.

Regardless of sales, this is an amazing artistic achievement and we believe the recognition we’ve gotten proves that. Sales were disappointing, but sales are only one aspect of a successful game. In addition, the game has only been out for a month, and we still have a lot of work planned to attract new players! Here’s my look back at the development of Where the Water Tastes Like Wine, which was released about a month ago, on February 28th, 2018. A few of the other folks who worked on the game contributed their own postmortems: Here’s one from Laura Michet, the editor of the game. Matthew S Burns, who wrote the character Cassady. Cat Manning, one of the vignette writers. Bruno Dias, a vignette writer. Hollow Knight and the art of consistency | Rock Paper Shotgun. 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. But it's not really like that. “I heard a lot of people speculate what this would feel like and I was never really sure what would happen when we finally hit launch,” says Simon Stafsnes Andersen, head of Owlboy maker D-Pad Studio. “The reality was ... conflicting.” The truth is that launch is not an end. Life before launch It’s not healthy to make a game on your own. “The final push was probably some of the most emotionally draining and turbulent months of the entire nine-year development cycle,” Andersen says of the final few months working on Owlboy.

Eric ‘ConcernedApe’ Barone felt much the same. But not all crunch is specifically about work hours. Release day “It’s not healthy to make a game on your own,” Sandberg says. Villa Gorilla's Andersson felt more confident. 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.

There are some people who don’t know what “Projection Trico” is, and we will discuss what it was originally. About “Projection Trico” Projection Trico is an interactive installation that uses a projector and various sensors. Projection Trico's exhibition. ―Long time no see! Ueda That's right, it's been quite a while. Tanaka Already a year and a half... ―For the last two years, I was working as a genDESIGN staff as a “narrative designer”, working with the screenplay and helping with all kinds of other things, but since I've experienced it from the production floor, I thought we could proceed from a bit of an insider position. Tanaka That's right. 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.

But while his career has had ups and downs, he sees 2018 as the most challenging year yet for small teams. “Everyone can make games, but be realistic. ... It used to be that you could do something that nobody had ever seen before, or you could do something familiar really well. Now, it has to be innovative and have incredible quality.” De Paco says that his studio Deconstructeam managed to make a profit just off the pre-orders for its first game, Gods Will Be Watching, back in 2014.

For its latest game, a 2018 cyberpunk adventure called The Red Strings Club — which received floods of enthusiastic tweets and positive reviews — sales have only started to slip into profit now, many months after its release. A saturated market. 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.

I wanted to summarise my thinking on this topic because despite the wealth of information out there I still see many indies (new and experienced) needlessly making the same mistakes. As per usual, my blog post is assuming that you are running a business, or are thinking of doing so. I’m a full-time indie and so I write about what I know. Games you want to make This is why we all got into making games right? I have a Google doc of game ideas that is 27 pages long. Ideas are not a problem. Games you can make Unless you are a genius with an infinite pool of money and time you probably have some constraints such as: - Your technical capabilities - Your budget - Your time These constraints should help you realise that making a AAA-quality MMO is not viable, and nor are a bunch of other things.

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. Marvel’s Spider-Man, Insomniac Games/Sony Interactive Entertainment No Man’s Sky, Hello Games/Sony Interactive Entertainment Red Dead Redemption, Rockstar Games Red Dead Redemption II, Rockstar Games Star Trek, Mike Mayfield The Legend of Zelda: Breath of the Wild, Nintendo The Witcher 3: Wild Hunt, CD Projekt RED/Bandai Namco Entertainment Yakuza (épisodes principaux), Sega Yonder: The Cloud Catcher Chronicles, Prideful Sloth.

Léon le Troglodyte, scénariste de jeux indépendants - Toolkit : Lever des fonds sans avoir de jeu. Comment nous avons préparé nos armes Il fallait donc développer un beau prototype et présenter l’idée sous une allure très professionnelle. Le business plan devait être parfait, captivant et stimulant. C’est pour cette raison que Crazy Dreamz est d’abords une œuvre de business avant d’être une œuvre d’art. Le temps d’un pitch, nous devions tout montrer : le prototype, l’équipe, l’idée et notre vision de sa réalisation à moyen terme.

Sans oublier le plus important : le fait que nous avions déjà des investisseurs avec nous. Enfin, il fallait argumenter sur l’efficience de notre modèle économique, en présentant des exemples d’autres startups à avoir levé des fonds avec succès avec la même méthode que la nôtre. Eh ouais. Affûtez vos épées • Commencez par faire un business plan le plus complet possible. . • Soyez au fait du pacte d’actionnaires. . • Préparez votre argumentaire. . • Faites-vous un beau portfolio sur LinkedIn. Rencontrer des gens et établir des relations de confiance. 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: Here's a shot from the other side of the island, where you can see that there is plenty of empty space left: So-me of this will be filled with new gameplay, some will be removed or reshaped, etc, depending on how things evolve. Here's a close-up of a new area; there's something going on there with a lot of wires, and stuff: Why can't video games give me a powerful, high-density experience, so that after 3 hours I am satisfied, I feel like I have had enough? A movie can give you a satisfying experience in 2 hours. A painting or a sculpture can give you a satisfying experience in 10 minutes. A song can give you a satisfying experience in 3 minutes.

I am not saying that all games should be short. Ron Carmel of 2DBoy. 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. Not merely the cost of running a team (although I think about that a lot) but the cost of putting your work out in public, and what that means in the modern era. I attended my Grandfather’s funeral last week. There are many similarities between his life and mine. Yet there’s a striking difference, in 2018 at least. Yet every game developer receives these messages daily.

It hasn’t always been the case, but it certainly is now. Abuse is the cost of doing business. “Abuse is the cost of doing business.” The big issue here is that when you speak to players (and I have, a lot), a large number of them would agree with this statement “There are times when it’s reasonable to send personal abuse to a developer,” although they differ on when those times are. 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. I could write a separate article just for that, covering everything from Owlboy’s decade-long development cycle to Slipstream author’s life struggles. And it would be just the people that are willing to speak up. I’m lucky that I haven’t had a breakdown in the 2.5 years since my campaign launched. Digging deeper So why are we late if we all work so hard? First of all, everything in software development takes 2–3 times longer than you think. I’ve observed it throughout my career as a programer, with me and others, so it’s not like that’s going to change.

Faulty assumptions Limited manpower Wearing all the hats Lack of focus. 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. Each answer was unique, “I would rent Diddy Kong Racing all the time from Blockbuster or Movie Gallery to the point that my dad had to buy it for me,” said one. “I starting typing in programs from magazines on my dad’s ZX81, then I begged my parents to buy my brother and I an Amstrad CPC 464 with a tape drive when I was 8,” said another.

Unique, yet familiar - these light bulbs are universal. In 2017, where the industry is perceptibly becoming more progressive, or at least, under more scrutiny than ever before, the gender split amongst gaming professionals needs to be probed. Here is what women working in video game development are saying about their industry. The Sexism Issue. 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. COMPETITION — Is the field greener on the other side? There are more and more games every year. You can’t set a price to a game and expect that nobody will look at other games of the same genre and their pricing. Gif by Thalia De Jong F2P, for instance, are hardcore competitors for this.

On the long term, it’s been hard to compete with some games such as League of Legends or Heroes of the Storm. In the end, ask yourself those questions: What are the prices of games similar to mine? ANTICIPATION — What is the future made of? Sales are a must-do in our industry. I’ve asked him a few questions tl;dr. 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. It really did take several years of tweaking and noodling and messing with it. Its original purpose was really just functional. Animation Return Time Axe Wiggle. Game boss interview: Tameem Antoniades's journey into madness with Hellblade | GamesBeat. 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. We have been working hard for more than a year on "A Place for the Unwilling", and I thought it would be a cool idea to share part of the technical process we have gone through. These last few months have been full of challenges that required experimentation and learning by trial and error. Here are some of the lessons I learned along the way. Unity is an amazing tool for developing games, and since the inclusion of its 2D tools, it has become an even better one.

When I started looking around forums and blog posts for detailed ways to build an isometric game with 2D sprites in Unity, I couldn’t find a clear, solid method that served my purposes. Two small things. 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. I think lists in general are fine and that list in particular is also fine, but I'd love to see a greater variety of folks of all ages highlighted in lists and articles.

It prompted me to think about what a "50 over 50" list might look like, and how many of folks like me are still left in the industry, actively making games. I'm looking ahead at turning 52 this year, and all things considered, I'm glad to still be here--both here in games, and here on earth. Thinking about what it means to be over fifty in game development prompted me to tweet a list of what I consider the twenty most important things I've learned over the years. Ship what you start, and at least one game with a company. Godot Engine - How to make your dream game, publish it and not die in the process.

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. The Game Bakers – Etudes de jeu vidéo : sept fois à terre, huit fois debout. 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.