📣EverQuest II's July Producer's Letter just dropped! Peek at what's happened over the last few months, and what's coming up in the following months! 🎉 Read it all in the link below! ⬇️ https://lnkd.in/gBgaBEkp #everquestii #eqii
Daybreak Game Company LLC’s Post
More Relevant Posts
-
Great news to announce that the game we are currently working on has made it to Steam. https://lnkd.in/gkxJw-RS #newblogpost
Celebrating a Milestone: Dolven Makes It to the Steam Wishlist!
covyne.com
To view or add a comment, sign in
-
#LarianStudios self-funded #BaldursGate3 and it's paying off. The game has sold over 2.5 million copies during Early Access and set a new record for peak online users. Learn more: https://lnkd.in/eauZZGbU #BaldursGate #BaldursGateIII #DungeonsandDragons
To view or add a comment, sign in
-
-
TLDR: I completed my first-ever game jam, learned a lot, and am very proud. Check it out below. This past weekend I participated in the Ludum Dare 55 Game Jam. Game Development is new to me and with the way the job market has been going for me, I decided to move towards working on projects that I want to do rather than projects that 'could' help me get a job. This led me to pick up the Godot game engine about 2 months ago. About a week ago, I started talking with people online about Ludum Dare as it was approaching and watched a few videos about game jams. I quickly got excited and developed a strong desire to participate, but I'd never done a game jam nor did I feel like a strong programmer. So it was three days till Ludum Dare and I needed to figure out if I could create a game within 48 hours. Well, there are 48 hours in there, where I could run a mock game jam by myself to test myself and see if I could do something whether it was fun or visually appealing. And that's exactly what I did. That Wednesday and Thursday I worked all day to create a Space Invaders clone. It was tough at first and I had a moment where I wanted to quit but I kept chipping away. In the end, I completed the clone, learned a lot, and felt a lot more confident. This is where I said, "Screw It. I can do the game jam and I will do it." Friday night finally rolled around and the theme of "summoning" was announced. I was bummed honestly, this was my first game jam and I was hoping for a theme that could be more of a play on words. I had no choice of course and I wasn't going to back out now so I spent that night thinking of ideas, trying to maintain a concept that made the player feel like they were physically summoning something. I went with a Quick-Time-Event type concept where the player is shown a random sequence of letters (based on WASD) and then the player would have to input that sequence to summon an attack and move to the next sequence. There is a lot I can talk about this project but I am very proud to create all the assets and code myself. Working through the logic was interesting to say the least, especially with the time limits. I'm not too sure the game is very fun or visually appealing but I think the audio came out well and the player input with sequence changes felt good. As someone who has dreamed of being a video game programmer, having a decently programmed game was the one thing I wanted to get right. It's been 2-3 days since the game jam ended and while I'm still processing the weekend, this is a huge personal accomplishment, and wanted to share. You can check out the pages for the game here: *It's playable in your browser so no downloads involved* Itch.IO: https://lnkd.in/emaNSSy3 (You can find both my Ludum Dare project and the Space Invader Clone) Ludum Dare Page: https://ldj.am/$387228 GitHub: https://lnkd.in/ePrKdETA
silentgiant - itch.io
silentgiant.itch.io
To view or add a comment, sign in
-
Award-winning composer for concert hall, film, game and library. Lecturer in Music and Audio Production.
One feature I love about Dorico (there are several) is the automatic condensing. In the Dewborne Dawn Main theme (video follows the notated score), two players (or more) can share a stave, and yet the software automatically provides individual parts for (for example) flutes 1 and 2. It's magical. The Dewborne Dawn Steam page is due to go live any day now, so stay tuned. #gamemusic #gameaudio #gamecomposer
To view or add a comment, sign in
-
Great job by Anton and Kevin, who has been working with our client Embark on their new up-coming game Wim! Read more about it in the link
It's happening! 🎮 After the huge success of the latest THE FINALS beta, Embark Studios has now announced another game, wim. For the past year we at Dashy have been working together with Embark to bring the game to life. The game is open now for signups at https://wim.live/en/ and some amazing videos have dropped on their official TikTok channel: https://lnkd.in/dBGtJCRs Shoutout to our amazing team Anton Orö and Kevin Neijd for their great contribution! 🤩
wim | signup for community access
wim.live
To view or add a comment, sign in
-
Introducing Smolbound: the world’s first ever-evolving life sim RPG developed by Darkbright Studios! Built from the ground up within Treasure and based on the original Smol Brains NFT IP, Smolbound is pioneering a new category to be the next breakout success in web3. Watch the official trailer for a peek at what's to come 👇
To view or add a comment, sign in
-
Game Design graduate, who is specialized in Game Production, with a Creative Writing and Marketing Minor from Bradley University
February 2024 blog is up on my site. I talk Helldivers 2 and give some insight on the Alpha build of SoulSync City. Please check it out. https://wix.to/ZHKqq4E #Escapethecity #Takebackyoursoul
Helldivers 2 and SoulSync City Alpha
kadinwhitedesign.com
To view or add a comment, sign in
-
Although I haven't shared it here yet, I've recently started solo developing small free games to occupy my time while waiting for the #gamedev job market to stabilize. I've released two tiny (and not very good) games, and a third (much better!) will release in May. I have worked in tiny and large companies, but creating projects completely solo is a new and exciting challenge. I've spent all day yesterday thinking about changing my approach to development with my next little game in mind. I realized my current pipeline and distribution of priorities are wrong. They contradict the idea of making solo #indiegames. Perfectionism was killing my projects. My philosophy for doing hobby projects so far has been that I will make games that are very small, but with good storylines, visuals and gameplay. When playtesting my current project, it struck me that this approach was not working. Why? If you're making a short game, for a maximum of an hour of gameplay, you can't count on it being lifted by elements that are only good or acceptably good. That's an hour of game time. I should make that hour of player time exceptional, not just "OK". And I don't mean that an hour-long game made by one person should be perfect in every way - that's unrealistic. But I should make that hour unique and memorable. It should grant at least one AWESOME touchpoint and the other elements of the game should not get in the way. I should be creating something of value, not a perfectly-bland product. My previous solo project, "RATS", is a disappointment. The game looks lovely, but it's horrendously buggy and the story is quite a mess. That's because I tried to be a jack of all trades. Though, I'm not lacking in skills. What I lacked was measuring strength against intent. My current project, "OBCY", is a step forward. I like the story, the visuals look quite unique. But here, in turn, the gameplay has suffered, and it hasn't been given enough time, even though it needs it relatively most. When thinking about my next solo project, I was faced with a question: how to create a game that would be memorable in an hour of play time. Because it is possible. I have played many such games. The conclusion is trivial: less is more. Going forward, I will devote the most time to one selected point of interest in the game, where the rest of the game's elements will receive enough of it to not spoil the experience. And I believe this will be the most optimal approach for me. I would just like to add that, for me, my current moment of making games completely solo is more difficult than my most challenging moments of making games in a professional environment in large teams. Currently, I am verifying my mindset, not the quality of my skills. It's painful, but also damn exciting. I can't wait to start prototyping my next project. BTW, if you want to take a look at my games, you can find them here: https://lnkd.in/dNZ5jzzd 🙂
Jakub Stremler - itch.io
jakub-stremler.itch.io
To view or add a comment, sign in
-
Hilmar Veigar Pétursson has been leading CCP Games for over 2 decades. Under Hilmar’s management, CCP’s critically acclaimed science-fiction game EVE Online celebrated an unprecedented ten consecutive years of subscriber growth. Join us for this talk moderated by a16z crypto CTO, Eddy Lazzarin, to hear about why CCP Games is embracing crypto, Hilmar's thoughts about different gaming economies, the science/formula to making friends and more! https://lnkd.in/geUUme6e
Crafting virtual worlds with Hilmar Pétursson
https://www.youtube.com/
To view or add a comment, sign in
-
Lawyer | Corporate Law | Company Formation | Banking | Fintech | High Risk Business | Payment Solutions | IGaming | Crypto | Web 3.0 | Regulatory Compliance | Startups | Financial Risk
Quoridor is a two- or four-player intuitive strategy game designed by Mirko Marchesi in 1997. Each player is represented by a pawn which begins at the center space of one edge of the board (in a two-player game, the pawns begin opposite each other). The objective is to be the first player to move their pawn to any space on the opposite side of the game board from which it begins. But the distinguishing characteristic of Quoridor is its twenty walls. Walls are flat two-space-wide pieces which can be placed in the groove that runs between the spaces. Walls block the path of all pawns, which must go around them.
To view or add a comment, sign in