Monday, 8 August 2022

Starting a Games Studio

Since we released Phytomancer in October 2021, my associate Alexis and I have been working on our next steps: building our second game, and building the company that will make it. Today, I want to share the process we went through to create that company, and explain why we went through each of those steps. I will not discuss administrative tasks, as that is quite specific to France. Instead, I want to focus on what makes our company unique: who we are, what we do, where we're going.

Oh, and, there's a little announcement at the end of this post… ;)

Continue reading...

Tuesday, 8 March 2022

How I did my market research on Steam

Late last year, my associate Alexis and I started working on our next commercial game. Our goal being not only to make games, but also to build a company and make it financially sustainable, we did market research very early in the process. Today I want to walk you through how we did that specific market research.

My goals with this article are, of course, to share my current knowledge with others, but also, hopefully, to learn from people who know better than I do. You see, this was my very first market research, and I've used what tools and knowledge I have to make it as solid as I could. But I'm just a beginner in this field, and I'm sure there are tons of things I've missed.

So, fellow junior game developer: here's how you can get started doing your market research. And dear senior developer: please share your tips and criticisms about my method! :)

Continue reading...

Wednesday, 29 September 2021

Phytomancer's trailer is live!

I am very proud to present the trailer for our first commercial game! Phytomancer will be released on October 6, 2021 on itch.io, for 3€. It's a small strategy game about restoring the balance between nature and humanity. Plant magical seeds on an automatically moving board, remove pollution, surround human factories and bring back harmony!

Thursday, 16 September 2021

Four Months of Horizontal Game Production

About 6 months ago, I posted a call on this blog to find folks who would be interested in building a game in a non-hierarchical organization [fr]. This led to the assembly of a team of 7 people, and to the creation of the game Phytomancer, soon to be released. This is a post-mortem of our production period, looking back on all the mistakes we made and rejoicing about the few things we did correctly!

Continue reading...

Tuesday, 23 March 2021

Le Phytomancien a besoin de vous !

Bonne nouvelle : la création de mon studio de jeux vidéo en coopérative va bon train ! Après de multiples péripéties que je raconterais peut-être ici, j'ai constitué un tout petit groupe de trois personnes : James, Mathieu et moi-même. Nous avons commencé par nous échauffer en créant un petit jeu sur deux jours — Q, l'As du volant — et nous passons maintenant à l'étape supérieure. Nous allons créer un jeu, commercialisation comprise, en trois mois.

Continue reading...

Tuesday, 23 February 2021

Lessons learned working on my card game

[This is part 5 of my Study of Digital Card Games series.]

As I mentioned at the beginning of this series, I have been working on a digital CCG for several years now. As a lover of the genre — I've been playing Magic for about 20 years, and I tried as many other CCGs as I could — I want to create a game that is truly special, and different from its competition. Time will tell if I can succeed at that! Until then, here are some lessons that I've learned working on my game.

Continue reading...

Tuesday, 16 February 2021

The design of CCGs

[This is part 4 of my Study of Digital Card Games series.]

Now that we have a good grasp of what the major games of the digital CCG genre are, it's time for me to do my best analyzing it. In this article I'm going to look at the common points, what defines CCGs nowadays, then the differences, where CCGs tried to innovate, and finally I'll give a shot at guessing where the next innovations can be.

Continue reading...

Tuesday, 9 February 2021

History of a genre, part 2: 2017 - 2020

[This is part 3 of my Study of Digital Card Games series.]

Last time we explored the rise of the digital CCG genre. Let's now go over the end of its golden years, to get a good picture of all the major card games as of today.

Continue reading...

- page 1 of 2