Welcome back to another edition of Vicious Circle Dev diaries, Circle Jerks! We’ve been working hard putting some polish on Vicious Circle, and on that note today we’re going to explore some fresh territory with you: our concept art to art implementation process and how it fits into our overall game production.
Welcome to the second issue of our Vicious Circle Dev Diary series. Today we’re going to focus on answering a few more foundational questions about the game development process and give you prospective game designers, project managers, and Circle Jerks a little insight into our software development environment that will largely inform the process around making Vicious Circle a reality.
And so it starts. Our first Dev Diary for Vicious Circle. Our chance to bring you along on our journey to create a fast-paced, down-to-the-wire, unapologetically-saucey gaming experience. Oh, and in case you missed our original announcement, let’s tell you a bit about what type of game Vicious Circle is.