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Shaders can sound a little intimidating at first. They’re one of those things you often hear about in game development, but might not really know what they’re for. In our game, we use shaders to add a little bit of life to the world, especially for things like water, clouds, weather, and small visual effects.…
https://qualitytime.studio/devlog-1-from-ubisoft-to-indie-dev-why-im-starting-over/
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Since the Steam page for Pinecone Grove went live, one of the first questions we received was:“Will Pinecone Grove be available on macOS?” Today, we can finally give you an answer: Yes! Pinecone Grove is officially coming to macOS. And this is a version we’re particularly happy to be making. A little Mac storyFor us,…
https://qualitytime.studio/devlog-1-from-ubisoft-to-indie-dev-why-im-starting-over/
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The world is full of opposites. On the one hand, in my private life, I try to reduce the amount of time I spend on social media. It simply eats up too much time and distracts me from real life (but that’s just my personal take). On the other hand: „You need to be on…
https://qualitytime.studio/devlog-1-from-ubisoft-to-indie-dev-why-im-starting-over/
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Understanding Game Development Milestones Anyone who has spent some time around game development will eventually come across terms like prototype, vertical slice, alpha, beta and gold master. These terms are often used as if they were clearly defined stages that every game passes through in exactly the same way. In reality, things are a little more complicated. Different studios use…
https://qualitytime.studio/devlog-1-from-ubisoft-to-indie-dev-why-im-starting-over/
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How video games are financed in Germany: A practical guide to grants, publishers and investors. Germany is a much better place to finance a video game than it was a few years ago but that doesn’t mean it’s simple. If you’re building a game in Germany today you generally have three realistic funding routes: …
https://qualitytime.studio/devlog-1-from-ubisoft-to-indie-dev-why-im-starting-over/
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There’s no shortage of productivity systems out there: From simple To-Do-lists to complex frameworks. As a Producer, I’ve tried quite a few over time but I often found that something was missing: Either I had visibility without commitment, structure without flexibility or complexity missing practicality. As a founder, my days are a mix of strategic…
https://qualitytime.studio/devlog-1-from-ubisoft-to-indie-dev-why-im-starting-over/
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In my last devlog, I talked about choosing the right engine for Project Pinecone. But I’m often asked by people: „How and where do you actually start when making a game?“ For me, the answer was simple: The first step is learning. I needed to learn Godot and since I’m a practical learner, I looked…
https://qualitytime.studio/devlog-1-from-ubisoft-to-indie-dev-why-im-starting-over/
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I studied computer science years ago but during my professional career in game development I rarely touched any actual code. I mostly worked in project management and production roles. So when I decided to start Project Pinecone as a solo developer, that changed things. Suddenly I had to code. The first big question was: Which…
https://qualitytime.studio/devlog-1-from-ubisoft-to-indie-dev-why-im-starting-over/
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When we speak about what motivates me to work on Project Pinecone, we need to talk about why I founded Quality Time Studio in the first place and the philosophy behind it. Let’s start with the bigger picture: From my personal perspective (purely subjective), the world is in kind of a chaotic state. The number…
https://qualitytime.studio/devlog-1-from-ubisoft-to-indie-dev-why-im-starting-over/
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Hi, I’m Johannes from Quality Time Studio and after 13 years working at Ubisoft (and 20 years in the games industry in total), I’ve decided to go into indie development. I’m in the process of building my first game as an indie developer from scratch. With this devlog, I want to document the entire journey – not…
https://qualitytime.studio/devlog-1-from-ubisoft-to-indie-dev-why-im-starting-over/
