Why a Working Prototype Doesn’t Mean Your Game Is Feasible
Prototypes validate fun. Technical spikes validate whether the game is feasible to be made. You’ve prototyped your video game idea or even ...
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...
The Status of My Failed Spooktober Jam Game: Cook or be Cooked
Hey everyone! I wanted to give you an update on my Spooktober jam game and share some news. So, here’s the thing: I wasn’t able to p...
Why I’m Participating in This Year’s Spooktober Jam
Before I explain why I made this decision, let me give you some context about last year’s Spooktober Jam. Participating in this jam has beco...
Switching from Unreal Engine to Godot: Why I Made the Change
It’s been about a month since I wrote a post explaining why I chose Unreal Engine 5 to develop my game. Now, after several frustrating mon...
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 ...