Just Ship It: Completion Always Beats Perfection in Indie Game Development
Recall that game your team abandoned when it was almost done? You’re not alone. Many developers get caught in endless iteration cycles they ...
Game Publishing: The Good, The Bad, and the Ugly
As this year’s Gamescom was coming to an end, I couldn’t stop thinking about the state of the game industry, and game publishing in particu...
Why a Working Prototype Doesn’t Mean Your Game Is Feasible
You’ve prototyped your video game idea or even took a step further and made a vertical slice of your game. Despite that, your video game isn...
Why hobby devs fail despite making “simpler” games?
If you’re a producer or lead in a hobby game dev team, identifying risks early on is critical to ensure the project remains feasible. Usual...
Why Indie Games Aren't Smaller AAA Productions
This topic has been on my mind for months, but I was never motivated enough to fully explain why indie game development is vastly different...
What Gamescom Taught Me This Year As An Indie Developer
It’s been a while since I last updated my devlog, and a lot has happened over the past few weeks. First, I had the incredible opportunity ...
Painful Cuts I Had to Make to My Game
As much as we hate them, cuts in game development are often necessary. If I’m being honest, I’ve never worked on a project where we didn’t ...