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...
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...