In our previous “Tagalong Trap” post we talked in general about cooperative games, what components make them “true co-op games” where both players perform active and meaningful roles. We also cited examples of how we implemented these components when designing Shadow Puppeteer.
This time, we will go more into depth about specific ways of working when developing co-op games and give examples of how this was done for Shadow Puppeteer.
We were honored to be asked by Develop Magazine’s Will Freeman to share some short tips on how to finance an early-stage game company for his article “Funding Your Game.”
If you have not yet read this article (page 14-15), we encourage you to do so as it includes funding advice and shared experiences from several talented and experienced game developers.
Inspired by this article, we wanted to write a longer post about funding, and share with you our personal experiences on work for hire.
When creating a story set in a fictional world you have an obligation to craft a world that players can get immersed in. It doesn’t need to resemble anything in reality, but you need to create an illusion of a unified universe through coherent and consistent design.
Today we will share how we worked when creating the Industrial area of Shadow Puppeteer.
Previously we wrote about how to prepare for showing off your game at trade shows, giving you a timeline for when things need to be done and what to think about. This week we want to talk more about the specifics of, and differences between having a stand at a consumer- or industry oriented event. From this post we hope that you come away with new knowledge for when you travel to show off your amazing game.
A little while ago Catharina and Marianne went to Birmingham to showcase Shadow Puppeteer at Nintendo’s EGX stand. Throughout the years, they have attended many expos so in this blogpost they are sharing their experience and will provide many good tips and tricks on how to plan and execute a successful trade show.