GameDev

Interview with the Authors of The Choice of Life: 5 Lessons for Success

Interview with the Authors of The Choice of Life: 5 Lessons for Success

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Starting a career in game development through the Academy

Denis, like many passionate developers, began his acquaintance with games in childhood. At the end of 2015, you decided to follow your dream and entered Wargaming Academy. What was the reason for choosing this educational project and what skills were you able to develop during the training?

Denis Sabantsev is a professional in his field, with extensive experience and knowledge. His work covers many aspects, including project management and strategic planning. Denis actively monitors new trends and technologies, allowing him to stay at the forefront of his profession. He also focuses on developing his personal and professional skills, which contributes to his successful career. Denis Sabantsev strives for effective collaboration and the creation of innovative solutions, making him a valuable partner in any endeavor.

At that time, I had just moved to St. Petersburg and was actively seeking opportunities to enter the game development industry. I had already unsuccessfully attempted to create my own projects on my own, but I lacked experience working in a team. While searching for information, I discovered a recruitment program at Wargaming Academy, which promised to teach the nuances of game development, teamwork, and other key aspects. This offer seemed like an excellent start for my career advancement in game development.

At the Academy, we studied various areas, but the main emphasis was on general knowledge. I especially remember the practical part of the training: at the beginning of the course, we were divided into teams to work on joint projects, which we presented at the final defense. It was at this point that I met Alexey.

Alexey Evdokimov is a professional with extensive experience in his field. He has established himself as an expert providing high-quality services and solutions. Specializing in various aspects of his work, Alexey strives for continuous development and improvement. His approach to work is based on attention to detail and an individual approach to each client. Thanks to this, he has earned the trust and respect of his colleagues and clients. Alexey actively shares his knowledge and experience, making him a valuable source of information in his professional field. Before joining the academy, I had already worked on a game with friends. Our team included a programmer and a scriptwriter, but our project was not successful. After that, I didn't consider a career in the gaming industry until I came across a Wargaming Academy vacancy on HeadHunter. This opportunity caught my attention, and I decided to apply. I wrote an essay, and to my surprise, I was accepted into the final cohort. Classes were held twice a week for six months. According to Denis, we gained extensive knowledge of all stages of game development—from concept to implementation, including programming, art, game design, and sound design. This training was useful for developing a general understanding of the processes, but in-depth study of each topic depended on our desires. The lectures were taught by experts from Wargaming, ensuring the information was relevant and practical.

After completing the course, I expected to be able to get a job at Wargaming, but it turned out the company wasn't hiring. This was disappointing, but now I realize it was probably for the best. Otherwise, I wouldn't have started collaborating with Denis on our own games. This experience opened new horizons and allowed me to develop my skills in the gaming industry.

The Idea of ​​Druid: How a Game Jam Inspired the Creation of a Unique Game

Screenshot: Druid / Blazing Planet Studio

Denis Sabantsev, a Druid developer, shares his experience: "In April 2016, I participated in the 35th Ludum Dare, where the concept of Druid emerged. This project became my experiment, which I implemented alone in just two days. Although the visuals were not very attractive, the idea turned out to be promising."

Initially, despite the graphical shortcomings, the game attracted attention. After publishing the prototype, one of the users left a positive review, which inspired Denis to bring the Druid project to completion. This positive response became an important incentive for further work on the game.

Alexey Evdokimov, a key member of the team, shares his impressions: "I ran this build and was impressed. The gameplay was engaging, and I realized the concept needed further refinement. We should focus on improving the art direction and finalizing the levels.

Teamwork: How Roles Were Distributed in the Development of Druid

In our team, each member had clearly defined responsibilities. I was responsible for programming and developing game mechanics, while Alexey was creating the narrative and developing quests for the game's animals. This division of tasks ensured efficient work on the project and allowed us to achieve high results.

Alexey, initially interested in game design, eventually focused on script writing. "Although I was developing the script, I also refined the labyrinths and mechanics to make the gameplay more engaging," he shares. This approach allows us to create deeper and more interesting game worlds, where the story and mechanics blend harmoniously, ultimately improving the user experience.

The Creative Process: How Alexey Became a Druid Artist

Finding an artist for the project was a lengthy process. "We tried various styles, but none of them were suitable. Finally, I decided to try my hand at graphic design and presented my sketches to Denis. He appreciated my work, and I began creating visual content for Druid," Alexey recalls. This experience became an important stage in his career and opened new horizons in the field of graphic design.

Screenshot: Druid / Blazing Planet Studio game

Conclusions after release: Lessons learned by the team Druid

After the game's release, the team realized that creating a Steam page required a significant investment of time. "We realized that page registration needed to begin at least six months before release to ensure we had time to prepare all aspects, including achievements," Denis emphasizes. This experience suggests that carefully preparing a Steam page is key to successfully promoting a game and attracting players.

The team misjudged the release date, releasing the game in mid-January, a time when consumers are typically on a budget. However, this turned out to be a small success for us. Druid attracted the attention of a Western audience, and even one German player helped with the localization of the project, which testifies to the growing interest in our work.

Some difficulties arose during the release stage. Alexey shares: "We missed the soundtrack. I added the sounds at the last minute, and they turned out to be too loud." As a result, the first hotfix was released, which addressed these issues.

While Druid didn't receive immediate acclaim, the team views the experience as positive. "There were only ten reviews on the page, but it was an important step in our development," Denis emphasizes. Druid continues to move forward, analyzing feedback and improving the product for better results in the future.

Perception Issues: Why Lanternium Wasn't a Hit?

Image: art for the game Lanternium / Blazing Planet Studio

Lanternium took two and a half years to develop. Despite having all the necessary elements for success, such as attractive graphics, interesting puzzles, and a captivating storyline, the game failed to attract a wide audience. What could have caused its failure? Perhaps the problem lies in the marketing strategy or the game mechanics?

Alexey Evdokimov, one of the developers, emphasizes that the main focus was on the Steam platform audience. However, as the project was being completed, some team members began to doubt how well the game would meet the expectations of PC users. "Lanternium really does look like a mobile game, and this could be the reason why Steam players didn't immediately embrace it," he notes. It's important to take the audience's opinion into account and adapt the game to meet the needs and preferences of PC users, which can significantly increase its popularity on the Steam platform.

Alexey believes that the main problem isn't in the game design, as the game is a simple and engaging puzzle game. He noted only one criticism regarding the game's camera, but doesn't consider it critical. The main problem is insufficient marketing: "Potential players simply didn't notice Lanternium. The game appeared in the Steam New Releases and quickly disappeared from view, as demand for it was minimal." This highlights the importance of an effective marketing strategy to attract attention to new releases and increase their visibility on the platform.

The game underwent significant changes during development. Initially created in 2D, the team decided to switch to 3D, which increased the development time. Alexey notes that Lanternium could have been perceived completely differently in a 2D version. This transition improved the visuals and immersion in the gameplay, which certainly impacted the final result.

Screenshot: Lanternium / Blazing Planet Studio

Denis Sabantsev, developer, shares his experience working on the Lanternium project. Upon starting his new position, he met a modeler who proposed converting the game into 3D. This task took about two years, and during the development process, in-game cinematics were also created, significantly extending the project's duration. Work on creating 3D models and cinematics helped improve the visual perception of the game and immerse users in an exciting gaming process.

Porting CyberHive: How Bee Girls Conquered the World of Gaming

Image: Art for the game CyberHive / Blazing Planet Studio

CyberHive is an original project that harmoniously combines roguelike and strategy elements. The game centers on charming anime heroines depicted as space creatures. This visual style was chosen deliberately, as it attracts players' attention and creates a unique atmosphere. CyberHive offers a unique gaming experience that combines engaging gameplay and vibrant graphics, making it appealing to a wide audience.

Denis Sabantsev, one of the game's developers, emphasized that the team initially concluded that depicting ordinary people in a sci-fi context would be uninteresting. This thinking resulted in the creation of the Bee Girls, who became not only the face of the project but also its symbol, bringing uniqueness and originality to the game.

Porting CyberHive to the Nintendo Switch presented a significant challenge for the development team. Slava Gris, a renowned developer of games like Fearmonium and Catmaze, played a vital role in this process. The collaboration between the team and Gris began with an exchange of ideas and discussions of necessary changes to optimize the game for the console. This interaction ensured a smooth transition and compliance with the technical requirements of the Nintendo Switch, significantly improving the gaming experience.

Porting the game presented certain challenges. One of the key tasks was reworking the save system and interface, as the game was originally developed for PC. Furthermore, the team faced the need to adapt the visual content to the requirements of various regions. This required additional time and effort to ensure compliance with local standards and user preferences.

Screenshot: CyberHive / Blazing Planet Studio game

CyberHive initially faced problems in the American market, where the images of some heroines were The games were perceived as too explicit. As a result, the company was forced to make changes: one of the heroines was redesigned to meet requirements, and another was completely replaced. This decision allowed the product to adapt to cultural standards and improve brand perception in the United States. Entering the Asian market requires significant effort. Denis Sabantsev noted that successful localization requires translating the content into Chinese. Although there are connections with potential partners, work on the translation has not yet begun. Localization could be a key step in expanding CyberHive's audience and attracting new users from China. Following the successful localization of CyberHive and The Choice of Life, their release in the Asian region is possible. This will open up new opportunities for attracting players who value deep and rich stories. The Asian gaming market is demonstrating a growing interest in high-quality content, making this step particularly relevant. Localization of such games will expand the audience and increase the engagement of users interested in a unique gaming experience.

Exploring the Middle Ages through Maps: The Choice of Life

Image: art for the game The Choice of Life: Middle Ages / Blazing Planet Studio

The Choice of Life: Middle Ages combines elements of a visual novel and card strategy, providing players with a unique decision-making experience. In this game, players can immerse themselves in the atmosphere of the Middle Ages, where every decision affects the development of the plot and the fate of characters. The game offers a rich selection of cards, allowing you to build unique strategies and make meaningful choices, shaping the world around you. This approach makes The Choice of Life: Middle Ages an unforgettable adventure, where each game differs from the last thanks to a variety of scenarios and possibilities.

Denis Sabantsev, one of the game's founders, shared that the concept arose during Ludum Dare, when a team consisting of an artist, a scriptwriter, and Denis himself created a prototype. The idea for a card game was inspired by the Reigns project, but it was enhanced with unique mechanics, making it distinct from existing competitors.

The prototype took second place in the jam, which became a powerful incentive for the team to continue developing the project. This success highlights the idea's potential and motivates further refinement and improvement. The team strives to use the experience gained to create a higher-quality product that will attract the attention of users and investors.

Alexey Evdokimov, the video game's scriptwriter, learned about the prototype through social media and was impressed by the harmonious combination of graphics and gameplay. When the original author left the project, Alexey offered his services as a scriptwriter, which allowed him to bring fresh ideas and creative solutions to the game's development.

The creation of the variable script took about three months, but the work extended throughout the entire development period. Alexey gradually wrote chapters, combining them with other projects, which helped maintain the freshness of ideas and creativity. This approach not only improved the quality of the script but also expanded its potential for audience engagement.

Screenshots: The Choice of Life: Middle Ages / Blazing Planet Studio
Screenshots: The Choice of Life: Middle Ages game / Blazing Planet Studio

When developing the medieval fantasy world, Alexey drew inspiration from various sources, including famous games such as The Witcher 3 and Kingdom Come: Deliverance. A key element of the plot is a demon sealed in three vessels - a concept borrowed from the JRPG Grandia II. This idea adds depth and intrigue to the narrative, creating a unique atmosphere and allowing the exploration of themes of power, freedom, and redemption within the context of the game world.

The Choice of Life: Middle Ages was released on November 6, 2020, on Steam, and quickly followed by a mobile release. Just a month after its release, it became clear that the project had become a commercial success. This success provided the developers with a stable income, which made it possible to focus on creating new game projects.

Screenshot: The Choice of Life: Middle Ages / Blazing Planet Studio

Alexey emphasized that players highly value the game for its wit and unexpected plot twists. These aspects make the gameplay exciting and contribute to the content creation on YouTube, where users readily share their Let's Plays. The humor and unpredictability of the plot not only increase interest in the game but also inspire players to be creative in their videos, which in turn attracts new audiences and fosters community growth.

Some player reviews point to frustration with the unpredictability, where their choices lead to unexpected consequences. However, it is precisely this unpredictability and the many plot twists that attract the attention of streamers and content creators. Intriguing plot twists make the game engaging and stimulate discussions within the gaming community, which, in turn, increases its popularity and attracts new players.

Denis and Alexey understand that to achieve success, it's necessary to find a balance between predictable and unpredictable elements in gameplay. While an unpredictable plot can significantly enhance a game's immersion, it's crucial that players feel in control of their decisions. This approach not only makes the gaming experience more immersive, but also helps create a deep connection between players and the game world, which in turn increases engagement and interest in the gameplay.

Announcement of future sequels and spin-offs in the world of The Choice of Life

Image: Concept art for The Choice of Life: Middle Ages 2 / Blazing Planet Studio

You are currently working on a sequel to The Choice of Life: Middle Ages 2. What innovations and changes will this new part offer players?

Denis Sabantsev announced plans to significantly expand the game's storyline. The new part will feature at least six times more events than the first. In addition, the mechanics of moving around the map will be changed, with each new location having a unique function. Some locations will advance the main plot, in others players will be able to find additional information about the lore, and some places will be created purely for entertainment. These changes will make the gameplay more engaging and allow for a deeper immersion into the game world.

Alexey Evdokimov noted that we have significantly changed our approach to presenting the material. Unlike the static map of the first game, the new version will feel like a captivating journey. During the development of the first game, we came up with ideas that weren't implemented due to a lack of feedback on interest in the game. For example, the first game lacked high-quality dialogue: we simply stated the character's name and their line, which felt disproportionate. In the sequel, we'll address this by adding audio and expanding the number of player choices. While the first game lasted about an hour, the second will be twice as long, allowing for a more immersive experience.

You also announced a spin-off called The Choice of Life: New Centurion, based on the New Centurion comics. How did your collaboration with WIZART COMICS come about?

Alexey Evdokimov: I often communicate with comic book authors. My wife, a set photographer, introduced me to a director and comic book author who was inspired by our work on "The Choice of Life: Middle Ages." At the time, he had already released the first installment of "The New Centurion" and was planning a game based on his work. Thanks to my wife, we established a connection, and soon active development of the game began. Although it is too early to talk about the release date, we are already working on the project, considering various event options and interesting solutions for players.

Screenshot: The Choice of Life: New Centurion / Blazing Planet Studio

Questions Legal aspects of franchising are key to successful business management. Proper execution and compliance with all legal aspects of franchising guarantees the protection of the interests of both parties—the franchisor and the franchisee. It is important to pay attention to aspects such as drafting a franchise agreement, compliance with consumer protection laws, and licensing and trademark registration. Consulting with experienced franchising lawyers will help avoid potential risks and ensure the legal security of your business.

Denis Sabantsev: Our work is built on collaboration. Comic book authors create illustrations and write scripts, while our team focuses on developing game mechanics. This allows us to combine artistic and gameplay perceptions, creating unique and engaging projects.

We are adapting the plot of "Centurion" for a gaming format to create a unique experience for players. Our goal is to preserve the core elements of the original story, while adding new game mechanics and features that will allow you to dive deeper into the world. We strive to ensure that players can not only follow the story but also influence its development by making decisions that will change the course of events. Thus, the adaptation of "Centurion" will not simply be a transfer of the story, but a full-fledged interaction with it within the gameplay.

Alexey Evdokimov: Our team has high competence in game design, while the authors are more knowledgeable about their universe. As they create their stories, we help them refine them to ensure the plot fits harmoniously into the gameplay and does not have any sagging narrative. We guide the authors, providing them with recommendations for improving and optimizing the plot for more effective interaction with players.

In the process of creating two new games, questions arise about their potential success. Do you have any doubts about this?

Denis Sabantsev expresses particular concern about the second part of The Choice of Life, as it will be significantly different from the first. The new version will introduce new mechanics, increase the variety of story progression, and expand the story itself. Regarding The Choice of Life: New Centurion, the decision on its development will depend on the circumstances, as it is a serious project aimed at an adult audience.

Alexey Evdokimov suggests that the New Centurion comic will likely receive an 18+ rating. This is due to the presence of scenes of violence and profanity, making it suitable only for an adult audience.

We are focused on unique approaches to developing The Choice of Life franchise to minimize duplication. Our strategy includes thorough market and consumer analysis, which allows us to identify current trends and adapt them to our offerings. We also encourage franchisees to use innovative business practices, which facilitates the creation of unique concepts at the local level. We also actively share successful practices and case studies with our partners, which facilitates the exchange of experience and inspires new ideas. Our main goal is to ensure variety and originality in each new franchise project.

Alexey Evdokimov: Our team is focused on implementing all the ideas that weren't realized in the first game. The main change is in the hero movement mechanics, while the gameplay will remain familiar to players. We strive to create a high-quality product that will be interesting not only to us but also to our audience. There's no need to worry about how the game will be received by the public. The success of the first game comes with certain obligations, and we strive not only to repeat it but also to significantly improve it. We will do everything possible to offer players new and engaging elements. If the innovations do not resonate with players, we will definitely take this into account in future projects.

The Importance of Events and Marketing in the Gaming Industry

Build The Choice of Life: Middle Ages 2 on Epic Con showcase in 2021. Photo: The Choice of Life studio's official VKontakte group.

Denis Sabantsev, an experienced developer, actively participates in jams and conferences, emphasizing the importance of getting value from such events. He notes: "I try to attend all the conferences I can. At DevGAMM, for example, we showcase our games and look for potential publishers. This always brings a lot of useful feedback." Participating in such events not only allows developers to share their projects but also creates opportunities for networking in the industry, which ultimately contributes to career development and improved game quality.

When asked about jams, he admits that he participates in them only when necessary. "The Choice Of Life concept was developed at the last jam, which took place in October 2019." " he notes.

With the shift to online formats during the pandemic, many developers are wondering about the benefits of such events. Denis emphasizes that online formats, such as the White Nights conference, offer their advantages, such as the ability to view lectures after they're over. However, he still prefers in-person interactions, which facilitate deeper engagement and the exchange of ideas. While online events offer flexibility and accessibility, in-person meetings remain a vital aspect of professional growth and networking in the industry.

Lanternium build at the Starcon 2018 showcase. Photo: The Choice of Life studio's official VKontakte group.

Alexey Evdokimov, who is actively involved in game development, notes that face-to-face meetings are significantly more effective than online communication. He shares his experience at the recent Moscow DevGAMM, where he was able to make many useful contacts. This underscores the importance of personal contacts in the gaming industry, which can significantly accelerate collaboration and the exchange of ideas. In-person meetings not only allow for professional networking but also allow for a better understanding of the needs and interests of colleagues, which is key to the successful development of video game projects.

Denis explains that after the launch of their first game, their marketing strategy underwent significant changes. "We actively engage with VKontakte communities and send keys to influencers and streamers before the release. This helps increase interest in the game," he emphasizes. This approach not only attracts attention to the product but also creates a sustainable community of players, which is an essential aspect of successful game promotion.

Denis emphasizes the importance of carefully selecting influencers. Currently, there is an increase in fraud cases, with some individuals demanding compensation for reviews, which highlights the need for detailed verification of all offers. This stage is key in our work, as it ensures the reliability and effectiveness of cooperation with partners.

Alexey notes that the team is currently focused on development, and there is no time for marketing yet. "We have a publisher who will help organize traffic procurement for the release of the second part of the game. Perhaps they will suggest a new strategy, given that the first part was paid," he adds. This collaboration can significantly improve marketing efforts and attract more players to the new game.

Denis Sabantsev at the children's showcase "Digital Jungle 2018". Photo: The Choice of Life studio's official VKontakte group.

Denis and Alexey discuss game porting and share their observations. Porting effectiveness directly depends on the specific game. For example, Lanternium has shown better sales on consoles than on Steam. The Nintendo Switch port of CyberHive was also successful, outselling the Steam version. These examples highlight the importance of platform choice for maximizing sales and achieving success in the gaming industry.

Alexey notes that The Choice of Life: Middle Ages has shown strong sales across various platforms, including mobile devices and Steam. This demonstrates the diversity of the format and its appeal to a wide audience.

Game Development Experience: Key Findings and Reflections

Screenshot: The Choice of Life: Middle Ages / Blazing Planet Studio

An analysis of lessons learned over five years in the gaming industry highlights key aspects related to team development and project management. These lessons help improve work strategy, optimize processes, and enhance the quality of the final product. It is important to emphasize the importance of mutual understanding within the team, as well as the need for flexibility in development approaches. Effective collaboration and adaptation to changes in the industry are becoming fundamental factors for the successful completion of projects and the achievement of set goals.

Denis Sabantsev shares his experience: "After releasing my first game, I realized the importance of teamwork. This allows me to understand how other specialists overcome difficulties and learn from their example. I have collected many ideas and solutions that help avoid common mistakes in subsequent projects." Teamwork is a key factor in creating a high-quality game product, as it allows for the effective use of each team member's skills and the implementation of innovative approaches.

Launching a large-scale project can be a real challenge, especially if you have limited experience. I also faced this problem while working on a large project before founding Blazing Planet Studio. However, after the release of Druid, we began focusing on creating smaller projects, which proved to be a more effective and productive approach. This allowed us to adapt to changes more quickly and better understand the needs of our audience.

Alexey Evdokimov shares this opinion, emphasizing that the Wargaming Academy emphasized the importance of creating high-quality, yet compact projects. He notes that attempts to implement large ideas alone often prove ineffective, as limited resources prevent one person from successfully handling such large-scale tasks. It is important to focus on achieving high standards within smaller projects, which significantly increases the chances of success.

The key to successful game development is the team. Alexey notes: "Denis and I share a passion for creating games. However, desire alone is not enough, as many lose interest after just a few weeks." Achieving high results requires not only passion but also sustained interest in the project, which allows the team to overcome difficulties and achieve its goals. Coordinated work and constant motivation play a crucial role in the development process.

Our approach to work helps maintain high motivation within the team. We continue to collaborate with the artist, who joined us at the very early stages of the project. This aspect is especially important, as we are developing the game based on pure enthusiasm, without external financial support, which underscores our dedication and commitment to creating a high-quality product.

For our team to reach the next level of complex game development, we must create optimal conditions. Firstly, we need access to modern technologies and tools that will allow us to realize our boldest ideas. Secondly, support from management is essential, including funding and resources for employee training. Teamwork and sharing experiences among developers also play a key role. Furthermore, it's crucial to consider player feedback and adapt our projects to meet their expectations. All of these factors will help our team reach new heights in developing complex and engaging games.

Denis states that they have many ideas for implementation, but successful team expansion requires additional funding. Increasing the scale of a project means attracting more specialists, which is key to achieving the set goals.

Alexey emphasizes the importance of having a clear vision and concept for large projects. He notes that when both parties agree on an idea, they are ready to develop it further. Alexey has many ideas, some of which have already been formalized as concept documents. This allows for effective planning and implementation of projects, ensuring their successful completion.

In large projects, a clear division of roles is essential, which requires effective management of both the team and the budget. The level of control over the development processes in such projects increases, and if possible, participation in larger initiatives should be considered. This will not only develop professional skills but also significantly improve the quality of the final product. Participation in large projects opens new horizons and opportunities for career growth.

Recommendations for aspiring game developers

Aspiring developers should pay attention to several key aspects that will help in their professional growth. First of all, it is important to constantly learn and keep up with current development trends. Regularly studying new technologies and tools will help you remain competitive in the market.

Participating in developer communities is also beneficial. Sharing experiences and knowledge with colleagues can significantly accelerate your development. Don't be afraid to ask questions and share your findings.

Practice plays an important role in developing a developer. Regularly solving real-world problems and participating in projects will help improve your skills and self-confidence. Creating a portfolio of completed projects will also be useful for showcasing your abilities to potential employers.

Also, don't forget the importance of teamwork skills. Collaborating on projects helps develop communication skills and learn to collaborate effectively with other professionals.

Finally, be open to criticism and strive for self-improvement. Your willingness to accept feedback and work on mistakes will be the key to a successful career in development.

Denis Sabantsev recommends not striving to create the perfect game from the start. Instead, focus on developing a project that can be completed within six months. It is important to complete the game to gain valuable experience and understand the development process. Completing a project allows you to identify strengths and weaknesses, as well as improve your game design and programming skills. Don't be afraid to make mistakes; They will be an important step towards your growth as a developer.

Screenshot: The Choice of Life: Middle Ages / Blazing Planet Studio

Alexey Evdokimov emphasizes that you shouldn't be afraid if your project isn't perfect. You may have to make some compromises, and the final solution may differ from the original idea. The main thing is to complete a project that inspires you and get feedback from users. This experience will be invaluable, as some expectations may not be met. For example, when developing Lanternium, we decided to make the levels more difficult, but discovered that our audience preferred more casual gameplay. The experience gained during this process will help you better understand the preferences of your target audience and improve future projects.

At the initial stage of game development, it is crucial to visualize the final product and anticipate potential difficulties. Most of our games began as prototypes created during game jams. This approach allows us to clearly define key aspects of the gameplay, the required levels, the chosen graphic style, and the corresponding sound effects. Prototyping helps identify a project's strengths and weaknesses early on, significantly simplifying further development and improving the quality of the final product.

From the very beginning of The Choice of Life's development, we knew it would be based on a simple mechanic involving two cards and a series of events. Our goal was to create non-linear options and engaging choices for players. This made our goals clear and achievable.

Finally, it's important to note that for a successful game release, it's essential to formulate specific goals and avoid vague concepts. Once defined, these tasks should be broken down into smaller stages, such as developing game mechanics, creating graphics, and writing a script. Having a clear plan will make the development process more organized and efficient, which will significantly increase the chances of a successful game launch.

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