Ahoy there! Flint: Treasure of Oblivion features a bande dessinée (French-Belgian comics) inspired narration, but what made Savage Level choose this?...
When you try to eliminate the whole UI in your game, it sounds like an easy task. Well, not necessarily. Check out how we approached the User Interface...
What were the main inspirations behind Be My Horde? How did the project begin? In this second video devlog, we take you back to the beginning of our upcoming...
Find out more about exploding Sheep, healing Priests and poor Peasants. We take a closer look at minions available in the Be My Horde demo!
Meet Moriana - a formidable and seductive necromancer. We put a lot of effort into creating this character and we wish to take you on a journey behind...
Here's an anatomy of a scene showing how a rainy level got made.
This is an article about the composition of the tutorial dream scene, especially of the last part of it.
A devlog video that covers the development of this game!
Game Baking is an indie game development log series where I document my process while participating in the one-game-a-month challenge!
Working hard late night on the set of the trailer for our upcoming indie game 911 Operator Interactive Movie.
But what about photo mode in 2D games, huh?In Unruly Heroes, our team wanted to pay tribute to our talented artists by developping a photo mode so players...
The most recent update for "Bloom: Memories"! Covering some "businessy" things like setting up the steam page, and a general update of the latest abilities...
I'm happy to announce our Steam page for "Bloom: Memories" (an artsy RPG I've been working on for over 7+ years) is finally up for wishlists! Along with...
Hey everyone, I thought for this update it would be interesting to go over a more specific subject… and that’s the issue of publishers and funding.
Hey everyone. In the last video I covered some of the creatures of Bloom, so this time let’s take a look at an easily missed part of the world….the...
Another few weeks, another step forward on Bloom: memories. So let’s go over what’s been happening with the RPG.
Episode 2 of the art and design behind "Bloom: Memories". This video series will dive into everything that went into the making of the game....and the...
This article details some of the challenges I encountered while making my first game and how approached this mammoth task while learning the ropes.
Making of and a story behind the story trailer by our concept artist - Alex. Developers' photos included. ;)
Official Update #5 is now live on Steam! Leaderboards, daily/Weekly missions, campaign creation tools to the map editor, and more!
In this article, we talk about how we created the world of our new game: The Doll Shop!
Have an exclusive look at the making of art of the Clam Man! Wait is it exclusive did you post this on twitter already martin god damn it martin
Ubiquitous Black Ball and relentless Pestering Knight: learn here how those two iconiс monsters were created.
Ilya Chentsov describes four main principles that helped him create the tiny world of his latest game.
Take a look at a few images from behind the development of our game!
Take a look at some cool concept arts from behind the development of Exorder.
I made a video of making of the transformer sentry gun for the game. Check it out!
Bite size dev documentaries on The Making of 'Icycle: On Thin Ice'.
Here comes a short video on how I create the hand drawn visuals of the game.
In this short tutorial with a basic difficulty, I wanted to show the tools and method that I used to create the region of Ailhon Woods in my upcoming...
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