Tag "design"  (0 - 30 of 65)
Cosmoteer

Cosmoteer

Game

Cosmoteer is a starship design, simulation, and battle game. Design a fleet of ships by laying out individual rooms and corridors, including cannons...

Stage 3: Azaria - Development diary 5: New level design

Stage 3: Azaria - Development diary 5: New level design

News

In this article we talk about the new level design for Stage 3: Azaria and some tips about making modular 3D assets!

3D Artist and Animator for near complete game

3D Artist and Animator for near complete game

Job

I am searching for a 3D Artist and Animator for a small online minigame game. The idea of this game comes from "Comedy Night", "Garrys Mod" and "Golf...

Next Update

Next Update

News

Coming soon: Widescreen support and New Graphics for UI

Development Progress #3

Development Progress #3

News

Its been a while, but take a look at all the new stuff!

The Man Who Flew Away

The Man Who Flew Away

Company

My name is Clive Lawrence and I work as an independent game designer and programmer in Glasgow, UK. I'm currently working on the puzzle-adventure game...

Brawler Concept ( Multiplayer )

Brawler Concept ( Multiplayer )

News

First look at a new game we've been working on - A Multiplayer (Not Local) Brawler concept with competitive and casual style gameplay.

Dream Knights First Development Blog

Dream Knights First Development Blog

News

2 years of Dream Knights development - reflecting on the past and present.

Progression Update (23/08/2017)

Progression Update (23/08/2017)

News

A break down of the current progress made to the game since the last update. Talking about the new pipeline of development along with design and the implantation...

Skelattack - Controlled Randomness

Skelattack - Controlled Randomness

Feature

My thoughts on how random numbers can be used to create an organic and believable game world, with examples from Skelattack.

Level Development Update #2

Level Development Update #2

News

More developments on level design for the game. New corridors and stairways.

Antegods Development update #24 - The 4 pillars of Antegods Design philosophy

Antegods Development update #24 - The 4 pillars of Antegods Design philosophy

News

In this Antegods development update our Designer Wytze talks us through the process of creating game pillars which are used frequently and aid with deciding...

Procedural Plotlines and Cinematics, Other Upgrades

Procedural Plotlines and Cinematics, Other Upgrades

News

Check out a quick peek at this weeks work, including new procedural plot-lines and cinematic sequences. Additionally, new core character and building...

[REVSHARE] 2D Artists

[REVSHARE] 2D Artists

Job

GhostByte Entertainment is looking for 2D artists to join the team. We are a small team, currently developing a survival simulation 2D game for Android...

The Level Design in Super Hyperactive Ninja

The Level Design in Super Hyperactive Ninja

News

Which design principles do we follow when designing the levels of Super Hyperactive Ninja? Isolation, letting the player learn by themselves... Read it...

I Am Overburdened, quality over quantity

I Am Overburdened, quality over quantity

News

Where was I for a month again?! Many friends already asked this and other difficult questions about the game and my progress and “quality over quantity”...

The Highest Council

The Highest Council

Company

The Highest Council is a team of several indie devs with a few titles under our belts. We're looking to start production on our next big game. Join us!

2D Artists [Revshare]

2D Artists [Revshare]

Job

GhostByte Entertainment is looking for 2D artists to join the team. We are a small team, currently developing a survival simulation 2D game for Android...

"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...

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