Home

Meet the Expedition-Team: Jannik
Hey there, my name is Jannik, a magical being hailing from the far off lands of Flensburg, Germany! I joined Off The Beaten Track as an intern, hoping to further my skills and contribute to games that all kinds of people can enjoy. I’m a generalist, but I predominantly joined the team to make the...
Devlog #1: The one where we start our devlog
Game development is a wild ride and our current project is no exception – but since we haven’t formally announced the game yet, it’s sometimes hard to share details about what we’re up to and how things are going. That’s why we decided to start a dev log. This way, we can share random nuggets,...
Three years of Adventure Jam. Part three: The Ransom
Three years of Adventure Jam. Part three: The Ransom Adventure Jam 2018 presented me with a new set of challenges I had not anticipated. At first reluctant to join due to time constraints, I decided to team up with old friends and create a small game, optimizing our production by planning ahead as much as...
Three years of Adventure Jam. Part two: One Of Us
Three years of Adventure Jam. Part two: One Of Us I returned to Adventure Jam in 2017 with a new set of challenges. In 2016 we had joined as a team and always knew what to do and who would do it. We were all working together locally. In 2017 I did not have that...
Our exibition at the Waterkant Festival 2018
Our exibition at the Waterkant Festival 2018 This year’s Waterkant Festival was a very special time for us: not only did we have the chance to show our game ‘The Ransom‘ to the festival audience but we were also involved in organizing a game jam and speaking at the festival. It was our first time...
Three years of Adventure Jam. Part one: Awake
Three years of Adventure Jam. Part one: Awake Game jams are a magical thing. You get together with friends both old and new and create a video game in a very short timespan. In a way, jams are microcosms. While the jam is going your priorities are shifted, your whole life seems to circle around...
Ambiguity in Game Design: What developers can learn from Dear Esther
Ambiguity in Game Design: What developers can learn from Dear Esther I decided to start this blog with a post about Dear Esther because it was the first game in the relatively new genre of ‘Walking Simulators’. It is revolutionary in many ways, most notably for getting rid of video game conventions and exploring what...
Login
Loading...
Sign Up

New membership are not allowed.

Loading...