Fourth part of the devlog. We continue explaining how we designed the basic enemies in Super Hyperactive Ninja. Genkidama Monks! Creepy Ghosts! Cute doges...
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
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...
As we prepare to release the Spellspun live demo and Kickstarter, we're making our Alpha trailer publicly available for the first time.
This article describes a new approach we took to implement the turn-based combat in an RPG with some twists to the traditional rules.
After some weeks working and polishing the Combat Dynamics and the Storyline, we bring some High-Resolution Screenshots and a Development Footage to describe...
This article describes some of my thoughts and ideas over the course of the last year involving my design decisions for Cavern Crumblers.
In this article I describe the character design pipeline in Project Xaron.
A one man team letting the passion and creativity flow from his brain and heart into a world very much black and white.
Chay ho (hello), moon dwellers. Bonsino (I love your hair). Here are some updates regarding week 10 of our game-science adventure.
<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...
This time we will share concept art of 3 enemies from Rough Rush.
We haven't shared Rough Rush's concept art much since we started the development, so here you go!
A short history of creating a first secret level in Archaica.
We wish many downloads of your games, money and glory!
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...
This is Jennifer's House. It's a small bit of what I may add into a demo.
Hello everyone! We've just started some simple marketing to promote our game Rarura. So wanna write down some tips for those who just started their way.
Rarura is an adventure puzzle game with hidden objects. We wanted to make something really well designed. Story Alice and Paul are walking in the magic...
A few basic mockups of the EXPLOR concept. All design images.
Get a quick tour of the level designer build. It's easy and fun to build and play your own levels.
Hello Everyone! First art blog for Jeffs Tower is here.
MHRD is a hardware design game, in which you design various hardware circuits in a hardware description language. The hardware circuits you design get...
I've written this article talking about the decisions we took when designing Alchemic Jousts, in order to get a really deep strategy game using very simple...
After some criticism by beta testers we make decision to redraw all maps (levels). This is design of new "Act 2". Find "Easter eggs" and get "Ultimus...
Hearts of Violet team has the pleasure of finally introduce this amazing project, where our concepts of life and society will be tested in this deeply...
See the process we followed, to design the 2016 logos for our end of the year awards.
Collection game created in Full Sail University's Bachelor of Science in Game Design.
Frogger Replica made for learning fundamentals of programming in Full Sail University's Bachelor of Science in Game Design.
This game was made for Full Sail University, Bachelor of Science in Game Design, when I began learning to code in Programming Foundations
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