Tag "design"  (0 - 30 of 47)
"But you should go to the counter!" – Fixing A Bad Design

"But you should go to the counter!" – Fixing A Bad Design

Tutorial

We made a mistake in our design and we think it’s quite an interesting one, even if it’s rather small.

I am Overburdened, what takes so long?!

I am Overburdened, what takes so long?!

News

I'm preparing for the I am Overburdened beta, some tiny fine-tuning left before I'm ready to upload a build, but before that, I share this update with...

Designing Leowin's ship!

Designing Leowin's ship!

News

Get an insight in the development of Leowins Ship.

Antegods Code Update #22: Redesigning weapons through playtesting

Antegods Code Update #22: Redesigning weapons through playtesting

Feature

Our lead designer Wytze took some time out to write about how to overcome some challenges with creating new weapons (drill and shotgun) and reworking...

Dev Update: Story-Driven Level Design

Dev Update: Story-Driven Level Design

News

We have been working hard to achieve a unique experience, the first episode of Hearts of Violet is handcrafted. After 4 months polishing and building...

I am overburdened, back among the living

I am overburdened, back among the living

News

The development on I am overburdened entered its last stage where there are a zillion small tasks left to be done but no modifications are substantial...

Necken devlog #7

Necken devlog #7

Feature

The devlog video covers the new features in Necken: the new HUD, the updates on combat, building tiles and some other stuff.

Narrative Design

Narrative Design

Feature

As the game is to be heavily narrative-focused, I thought I'd say a bit about how the branching story and dialogue is being handled.

Development report: Campaigns #2

Development report: Campaigns #2

News

An outline of the different kinds and parts of the campaign system is given. Starting with the types of maps and limits. Noting single- and multiplayer...

Necken devlog #6

Necken devlog #6

Feature

The devlog video covers the new features in Necken, mainly the Greed system, Mushrooms, Animations, Losing and Breaking tiles.

How to design efficiently for indie games

How to design efficiently for indie games

Feature

Based on my design process behind Kheera, the Shamaness – a character from our current project.

Designing enemy spawn mechanic

Designing enemy spawn mechanic

Feature

How do you go about designing an enemy that spawns only when the player is greedy, and how do you make it feel "right" with the other game mechanics...

Game designer for VR Escape Room Game

Game designer for VR Escape Room Game

Job

Hello! Sindria Games is looking for a game designer who would like to help us to create the mechanics of our first game! We are a small dev team with...

Cosmoteer

Cosmoteer

Game

Cosmoteer is a strategy & simulation game in which you design and command your very own fleet of starships. Design your starships' floorplans by laying...

Making Super Hyperactive Ninja - Part 4

Making Super Hyperactive Ninja - Part 4

News

Fourth part of the devlog. We continue explaining how we designed the basic enemies in Super Hyperactive Ninja. Genkidama Monks! Creepy Ghosts! Cute doges...

Making Super Hyperactive Ninja - Part 3

Making Super Hyperactive Ninja - Part 3

News

Third part of the devlog. How did the enemies of Super Hyperactive Ninja came to be? What do they do? Discover it in this article

Rocket Design

Rocket Design

Feature

Fly me to the moon… and Mars! Hi, fellow dawners. As always, I’m reaching out to explain a bit more about The Initiative. In this occasion, we’re...

The time is nigh!

The time is nigh!

News

As we prepare to release the Spellspun live demo and Kickstarter, we're making our Alpha trailer publicly available for the first time.

A New Approach To Turn-Based Strategies

A New Approach To Turn-Based Strategies

Tutorial

This article describes a new approach we took to implement the turn-based combat in an RPG with some twists to the traditional rules.

Dev Update: Combat System and Level Design

Dev Update: Combat System and Level Design

News

After some weeks working and polishing the Combat Dynamics and the Storyline, we bring some High-Resolution Screenshots and a Development Footage to describe...

One Year of Development on Cavern Crumblers

One Year of Development on Cavern Crumblers

News

This article describes some of my thoughts and ideas over the course of the last year involving my design decisions for Cavern Crumblers.

Project Xaron: Designing Characters

Project Xaron: Designing Characters

News

In this article I describe the character design pipeline in Project Xaron.

Twisted Monkey Studio

Twisted Monkey Studio

Company

A one man team letting the passion and creativity flow from his brain and heart into a world very much black and white.

Wild Pythons Playing Together (a.k.a. UI Design)

Wild Pythons Playing Together (a.k.a. UI Design)

News

Chay ho (hello), moon dwellers. Bonsino (I love your hair). Here are some updates regarding week 10 of our game-science adventure.

UX Artist

UX Artist

Job

<a href="http://evorlor.com/">Evorlor</a> is searching for a UI artist with UX design experience! Our currently unannounced mobile app (which we will...

Concept Art of Rough Rush (Part 2)

Concept Art of Rough Rush (Part 2)

Feature

This time we will share concept art of 3 enemies from Rough Rush.

Concept Art of Rough Rush (Part 1)

Concept Art of Rough Rush (Part 1)

Feature

We haven't shared Rough Rush's concept art much since we started the development, so here you go!

Creating a first secret level in Archaica

Creating a first secret level in Archaica

News

A short history of creating a first secret level in Archaica.

Happy New Year to all!

Happy New Year to all!

News

We wish many downloads of your games, money and glory!

Crafting the rooms and levels of Bombslinger

Crafting the rooms and levels of Bombslinger

Feature

In Bombslinger we generate part of the content procedurally, but getting there and building our own tools to do it proved to be fairly challenging and...

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