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Feature by Feature

Feature by Feature

Written by: EscLogic
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About this listen

Join us — a team of four international game developers — as we build the game of our dreams from the ground up. In each episode, we dive deep into the creative and technical process of bringing our vision to life. From feature design and coding challenges to planning, teamwork, and iteration, we share the real, behind-the-scenes journey of making an indie game as a distributed team. Whether you're a fellow dev, aspiring creator, or just curious about how games are made — welcome to our world, one sprint at a time.EscLogic Science Fiction
Episodes
  • Feature by Feature #6: One Player Less
    Jul 7 2025

    In this shorter episode of Feature by Feature, we share a quick but important update: one of our teammates has decided to step away from the project. We talk about what led to the decision, how it affects the team, and how we’re moving forward. Indie game development isn’t always smooth, and this is part of the journey too.

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    2 mins
  • Dev Talk #5: Choosing Our Game’s Name and Studio Identity
    Jun 22 2025

    In Episode 5 of Feature by Feature, it’s all about identity. We take a creative deep dive as we brainstorm and finally decide on the name for our game studio — and our game itself. It’s a huge milestone for the project and the team. Join us as we walk through the ideas we loved, the ones we didn’t, and how we landed on the names that will define everything going forward. It’s a more personal episode, and a key chapter in the story of building this indie game from the ground up.

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    1 hr and 38 mins
  • Dev Talk #4: Adding Multiplayer, Animating Characters, and Building a Tilemap
    Jun 20 2025

    In episode four of Feature by Feature, we take a big step into multiplayer territory. We dive into Unity’s Netcode for GameObjects package, share the bugs and lessons learned, and get two-player networking up and running. Alongside the technical hurdles, we also added Y-sorting for our flap traps, zoomed in on pixel-perfect camera design, and brought our raccoon character to life with skeletal animation. Plus, we brainstormed potential game titles, built out a ship tilemap, and laid the groundwork for future events with a new convention wiki. It’s a packed devlog with both polish and progress.

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    1 hr and 27 mins
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