KitBash3D specializes in high-end art assets suitable for TV, film, and triple-A games; a look at its website names Disney, Marvel, and Fox among its high-profile customers as well as top studios including Ubisoft, EA, and 2K. Today, the company announced steps toward reaching the rest of the game development community, including its “game engine ready” release, promising seamless compatibility with Unity and Unreal Engine.
We all hear about the importance of non-disclosure agreements, particularly in the game industry. Should we take them seriously? Is anyone ever truly held accountable for breaking one? We explore the topic on this episode of GameDev Breakdown.
Big thanks to Christer “McFunkypants” Kaitila for the thought-provoking topic.
It’s time for a mini-show full of things to know! I’ve sort of been bouncing catchphrases like that in my head for the better part of a day, and I’ve determined there are no good ones–but that may be the fever talking. I was in the throes of a full Man Cold for this episode, but I landed on a topic I liked a few days ago and I decided not to rest until I could be sure the show went out on time.
Teaching players how to play your game is one of the most crucial challenges you face as a designer, and while it may not get fully overlooked (you DO know you have to do it), it does not always get the care that it deserves, and this will absolutely cost you players. In hopes of offering up some solutions and solid guidelines for your planning pleasure, I set out to look at the actual processes of teaching and learning, to see how I might apply it to our jobs as developers and designers.
It was during this time that I stumbled across the writing of Scott H. Young for the first time. Scott has devoted his life and his writing to some fascinating pursuits, including his “MIT Challenge,” in which he completed the institute’s full Computer Science program in less than one year, all through self-guided study. When I went through his Step-by-Step Process to Teach Yourself Anything (in a Fraction of the Time), I was immediately able to recognize tangible ways that these methods applied to teaching players the skills they need to be successful playing your game. This episode contains my findings.
As always, please subscribe to keep up with the show. We appreciate your kind ratings and reviews and we invite you to help us get the word out! Always feel free to reach out to us here or on social media. We’re always listening!
John Schiber returns for Season 2! For once, we’re each playing a new release: John has jumped on his horse and has high praise for Red Dead Redemption 2, I’ve scratched my Call of Duty itch and downloaded Black Ops 4. For the first time in the history of the show, we’ve both played (and enjoyed) a battle royal game.
This show was recorded Monday night, so we were still getting bits and pieces about the Diablo Immortal story. It hasn’t changed much since that time, but Blizzard has denied that they planned to announce Diablo 4 instead of a mobile title.
As weird as the Red Dead Redemption 2 controversy is, we still wanted to dig in and find a worthwhile way to discuss it. We’ll leave it for you to decide how we did.
We love your comments and reviews; we’re so glad you’re playing along for another season.
Welcome back! Just an informal sit-down to talk about the state of the podcast, how we set things up for Season 2, and some of the cool stuff we’re working on in the coming months. Now is the time to subscribe and get in touch! Help make this the show you want to hear in 2019!
In this episode, we finish re-imagining the indie dev cycle from the perspective of developing a new product in the business world. We also take a look at our inbox, and at a listener’s request, tackle one of the greatest game dev debates of our time: Unity vs. Unreal Engine.
In this week’s video show, we discuss how to incorporate business wisdom from outside the industry into your game development process, from evaluating ideas to developing your concept and creating a business strategy.
In this episode, we share strategies and vital steps you need to take to promote your projects without looking and sounding like a jackwagon. Topics include what to have on your website, creating a press kit, writing a press release, how to approach paid advertisements, and social media practices for Facebook, Twitter, and even Instagram.
Learn how to launch your game right with a press release! People spend good money for this service, but we’ll show you how to create a professional press release for free and show you exactly where to send it. Stay tuned tomorrow for our full video show on promoting your game!