I am overwhelmed by the number of people who have reached out to me regarding production, but certainly very thankful! If you're one of those people, please be patient as I go through each message individually. I don't believe in copying and pasting replies, and I want to make sure I give each of you the time you deserve. Regardless of what happens here, there's a bright future ahead for MicroRaptor Games! We're just getting started with building something MEANINGFUL and ETHICAL. This is not your average shovelware company owned by room temperature IQ businessmen who don't even play games. If you're a passionate individual who loves games and wants what's best for the industry and gamers, I want you to reach out! We won't weaponize your passion and overwork you. In fact, it'll be in our contracts that we DO NOT allow crunch and overwork. Instead, we'll enable your passion and work as a team, with a flat hierarchy, to help each other grow into the best developers possible. If it sounds too good to be true, it isn't. We're not the only dev teams doing this, and I am confident we won't be the last. It just requires people who have strong values and actually live by them. That's us, plain and simple.
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Exciting Information: Global Gaming is approx $363Billion industry and only USA is a Major share holder, having a share of $106.8Billion. One game app can generate a revenue of up to $01Million per day. How to create a video game If you’re up to the task of creating a video game by yourself rather than hiring a game dev, these steps provide a helpful path forward. From writing out the plan to testing the game, this outline is everything you need to know. Step 1. Write out your idea Step 2. Consider platform and audience Step 3. Hire the right people Step 4. Plan the game Step 5. Plan for post-launch support Step 6. Choose the right game development software Step 7. Start with the basics Step 8. Test your game Step 9. Market the game Get Support with VAI Tech Studio and let us turn your idea into a reality with Expert and Professional Team Members
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🚨 Kaedim3d.com is HIRING 🚨 Send resumes to recruiting3d@kaedim.com Unicorn Overlord Debuts on Top of Japanese Charts with Over 74,000 Copies Sold: Unicorn Overlord's physical Japanese launch sales are more than twice as high as what developer Vanillaware's previous game, 13 Sentinels: Aegis Rim, managed. ⭐ The world's best game studios ship 7x faster with Kaedim3d.com - try it today to turn sketches into game assets in minutes
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(left) engineer: dapper labs. (right) engineer: formerly Eth Waterloo in 11/2017 they brought the ETH Network to its knees with the release of a game at a startup competition that went viral. 11/24 they sit on the stage in Chang Mai. A few weeks ago the sequel to the original game was launched on Telegram. Dieter Shirley, (L), Vitalik Buterin, (R). sitting at a ETH conference makes one re-think about the concepts they were trying to explain in 2017, that now have become reality. Each authored a large chunk of the functionality of the technology. As it moves from gameplay to real world applications the users will mature into more business like “value propositions”, which translates into next generation products like what they already have built. Something tells me, something rather interesting and unprecedented is coming in ETH & gaming. “Composable” Is like animation with a twist, I think they have something under the hood that is about to go big again. If anyone was at this event please post any new (words, phrases, tech adverbs) that you heard either of them say. Like “composibility”, “poap protocol” or any math terminology related to what’s under the hood of their code. This is the result of their latest creativity. https://lnkd.in/g4rHS9-s
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4 Years, Just Read The Instructions is finally released in early access on Steam! https://lnkd.in/dBJ4mRhT Releasing a game on Steam by yourself is quite an undertaking. Some thoughts: Unless you know exactly what you're making (like a sequel), feature and scope creep is much sneakier than one thinks. "This thing is really needed to make the game fun" is hard to deal with. Knowing what parts of the game will be good/fun and thus need to grow in complexity, is basically impossible. Tech debt is just a natural part of moving quickly forward on new ideas. "Good graphics" is such a loose concept. And sometimes you really don't need it. What you think looks good is not always what others think looks good. But you need to like your product to have motivation. The apparent value of a game is so non linear and personal, it's crazy. The sheer range of price suggestions that people have given me is fascinating. From $3 to $20! And the motivations are all over the place. From pizza comparison to complex market analysis, all from game devs!
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🚨 Kaedim3d.com is HIRING 🚨 Send resumes to recruiting3d@kaedim.com Godly Automation With Reus 2 and Desynced Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" For this video, I’m previewing the games Reus 2 and Desynced. Reus 2 was played during the strategy fest with a demo, and Desynced is in early access and played with a press key. 0:00 Intro 00:18 … The post Godly Automation With Reus 2 and Desynced appeared first on Game Wisdom. ⭐ The world's best game studios ship 7x faster with Kaedim3d.com - try it today to turn sketches into game assets in minutes #gdc #gdc2024 #a16z #IndieGameDev #gamedev #GameNews #GameDevCommunity #VideoGameDevelopment
Godly Automation With Reus 2 and Desynced - Game Wisdom
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The Concord/Firewalk situation is one of the biggest news stories of the year in game development. I've seen a lot of the devs saying that they're proud of their work and saying lots of wholesome things. It really sounds like the team enjoyed working together, which is great. However, all things considered, I think it would be wise for at least a few developers to come forward and talk about why they think the game failed, and what learnings from Concord's launch they will apply to future projects. Despite what has been said about the game, it doesn't feel accurate to pinpoint a single reason the game didn't succeed. Success in game development is all about learning from mistakes and adapting. Unless I missed an article or statement from a dev that touched on this (if so please point me to it), the opportunity to be the first dev out there to publically unravel things in a tactful manner is still on the table. Lastly, I have no intention of stirring up emotions or opening wounds with this post. I think devs breaking the silence would actually raise an eyebrow in a good way for future employers.
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Laws of game Dev (Proposed) #3: Making More != Greater Fun Far too many gate reviews I have been involved in end with someone saying "the experience is not there yet, but will be once we get more of X created,..." In my entire career that statement has never ended up being true. No shooter has ever finally got engaging once it had 16 weapons to fire. No racing game has suddenly become nail biting exciting only after there was 100's of cars to pick from and dozens of tracks. Patterns of fail: - Games not fun but the team believes that more choices / complexity will somehow create emergent fun. In reality it often just makes game harder to learn and more confusing to play. Sometimes having a mired of choices just leads to decision regret or just straight up annoys people on the conscientious side of the personality traits. - Games not fun but the team believes its because a core system must depend on something else. The designers will point at other games, pick out some other system and say they must go together like "Chocolate and Peanut butter". The other system is created, game is still not fun, team declares something else must still be missing. In reality each core pillar of the game must be engaging on its own. - Games not fun but the teams does not drop everything and fix it right away. Eventually they get so use to it that one day start believing the problem magically went away. Thus an entire game gets built on top of a broken system and by the time conflicting data is surfaced the team is to invested, they blindly ignore it. - "More" in the end solves nothing except the average time to complete game. Don't let teams create excuses, if a little bit of something is not a little bit fun. There is no way 40 hours of it is going to get any better... -Welcome any thoughts before this goes into the books.
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You're validating a game idea, trying to find the fun. You're building features and things are coming together. At what point to do you ask "will my audience love this?" or, maybe more importantly, "who is my audience?" This isn't unique to games - I've seen it happen in other products, too (and I bet you have as well). Writing down the vision and having an idea of what might work is great, but the vision should also encompass implicitly who the audience is. You should be able to see who is going to play the game based on the top experience goal when they're in the world you're creating. It's (usually) never too late to go back and look at that vision and ask: "do I know who my audience is and will they love this?" Not only will this help sharpen the edges of the story you're trying to convey, but it will help defining what is the most important thing the team can be working on, what features will support this, and, potentially, speed up clarity for the team on how to achieve those goals.
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To receive severance (former) employees must sign an agreement with the company they are separating from, part of this agreement has a heavy non-disclosure, with do not hold the company liable or bring harm to the company clauses. An employee can not sign the agreement, and forego their severance, if they do not agree with clauses, but it can make things quite tough financially for the exiting employee. The penalty for breaking these agreements is repaying the severance AND legal recourse if there's real or perceived damage to the company. ... so, especially in this job market, most people take the severance and move on.
The Concord/Firewalk situation is one of the biggest news stories of the year in game development. I've seen a lot of the devs saying that they're proud of their work and saying lots of wholesome things. It really sounds like the team enjoyed working together, which is great. However, all things considered, I think it would be wise for at least a few developers to come forward and talk about why they think the game failed, and what learnings from Concord's launch they will apply to future projects. Despite what has been said about the game, it doesn't feel accurate to pinpoint a single reason the game didn't succeed. Success in game development is all about learning from mistakes and adapting. Unless I missed an article or statement from a dev that touched on this (if so please point me to it), the opportunity to be the first dev out there to publically unravel things in a tactful manner is still on the table. Lastly, I have no intention of stirring up emotions or opening wounds with this post. I think devs breaking the silence would actually raise an eyebrow in a good way for future employers.
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Laws of game Dev (Proposed) #2: Making games = Making decisions Since Game dev involves making 1000's of decisions about how the gameplay systems, players, content and hardware will all interact with each other to enable an experience. Teams that can gather more data, build better mental models and make decisions faster are allowed more time to plan, design, execute, test, tune and pivot if needed. Teams need to be decision making machines... The fail patterns: -Teams make seemingly make random decisions long before anything is known / needed and then so much time is wasted re-doing work later. -Teams have several meeting, information gathering strike teams, and even after weeks / months they either still can't make a decision or make it dozens of times because revisit it every week from there on out. -Teams never make a decision and eventually they run out of time so a sub-optimal but only possible option left gets forced on them. -In almost 3 decades I have never seen a team escape the death spiral created by not being able to make and stand behind decisions, thus believe this is a law. Save your sanity and eject as soon as you can. -Welcome any thoughts before this goes into the books.
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9moImpressive.