Taking 50% of revenue for ‘nothing’? Indie devs and publishers debate on predatory deals and other pitfalls
Some say a game can’t become a commercial hit without a good publisher, while others claim that developers can survive and break through without signing “predatory contracts.” Here is what different industry professionals think about this age-old problem.
A beginner’s guide to level design
Level design is one of the core elements of game development. Understanding your goals and basic principles is crucial in creating a great experience for players. Here’re a few tips for beginners from Grant Morgan, an indie dev working on an untitled project and game design critic focusing on dialogue and level design.
Riot producer Juno Blees on predatory P2W mechanics: “Revenue KPIs often speak the loudest to game developers”
Juno Blees, senior game producer at Riot, has opened up about mobile game monetization. While not calling out particular titles, she explained the problem with P2W mechanics and developers thinking about revenue KPIs rather than trying to protect players.
Diablo creator David Brevik asks whether devs can find success making small cheap games in $3-5 range
David Brevik, known as the creator of Diablo and Hellblade: London, has been thinking about making cheap but quality titles with his studio Graybeard Games. So he asked other devs about the viability of this model.
Learning from Paintbucket’s development of Beholder 3: should indie studio take on IP that it doesn’t own?
Although the first two Beholder titles were developed by Warm Lamp Games, publisher Alawar hired Berlin-based Paintbucket Games to make a sequel. Here is how the studio took on the series and tried to build Beholder 3 on the legacy of the first two titles.
5 game studios that switched to Unreal Engine for flexibility and new hiring opportunities
In the wake of CD Projekt RED’s announcement to use UE5 for a new Witcher game, we’ve rounded up a few other studios that have switched to Unreal Engine. Epic’s framework provides devs with more opportunities and better documentation, and, importantly, it also makes hiring new people a lot easier.
Fallout 1 cost around $3 million to make. How much would its budget have changed in 2022?
The budget of the first Fallout would have definitely been different if the same game was developed in 2022. Modern technologies surely make some aspects of development faster and easier. However, many more factors should be taken into account.
Pokémon Legends: Arceus already sold over 6.5 million copies. But could it look at least a little less hideous?
With more than 6.5 million copies sold in the first week, Pokémon Legends: Arceus is another blockbuster in the world-famous franchise. Despite the huge success, a lot of users have issues with the game’s visuals. So is there anything that could have been done to make it look if not stunning but at least decent?
Anshar Studios’ Mateusz Greloch looks back at Gamedec’s launch and looks forward to more fully narrative RPGs
Cyberpunk isometric RPG Gamedec came out on September 16. The game, inspired by the Gamedec book series by Marcin Przybyłek, puts you in the shoes of a game detective, who solves mysteries inside virtual worlds. A year ago, we discussed the Gamedec demo with the development team known as Anshar Studios. Now, days after the title’s release, we caught up with Mateusz Greloch, Community Manager at Anshar Studios, for an update on what has been…
No More Robots’ Mike Rose: “The idea that the longer you spend on a game the more money it will make is just a complete fallacy”
Mike Rose, the founder of indie publisher No More Robots, did a talk last month on how small studios should validate or adjust their development plans by setting realistic expectations about how much the development is going to cost them versus how much the game is going to bring in.