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Classroom Contents
Kingdoms and Castles Postmortem
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- 1 Intro
- 2 What is Kingdoms and Castles?
- 3 Development Overview
- 4 First Indie Game - Cannon Brawl
- 5 Market Fit Testing - Cannon Brawl
- 6 Market Fit Testing - Kingdoms and Castles
- 7 3 Months In - Testing with Steam Greenlight
- 8 Art Style Rework
- 9 Player Fantasy - Examples
- 10 Player Fantasy - Kingdoms and Castles
- 11 Inventing Design Takes Time
- 12 Inventing Design - An Example
- 13 Use Existing Metaphors
- 14 Simple Primitives
- 15 UV Cheating
- 16 Bonus of Simplicity
- 17 Studio Culture - No Crunch
- 18 Crunch Hurts Strategic Decision Making
- 19 A Thought Experiment
- 20 Tactical Decision Pitfalls
- 21 Evaluating strategically
- 22 Games Without Crunch
- 23 Marketing - Youtube Wins
- 24 Community - Discord
- 25 Shape the Space
- 26 Disclaimer