Studio Lead Hannah Nicklin does a deep dive on the design of the Intern Recruitment process, what we did, how it worked, and what we learned.
A new #craft column from Hannah Nicklin, this time offering a practical programme for 2 day dialogue workshop you can run with your peers.
A new #craft post in which Hannah Nicklin explains that games aren't inherently special, & how understanding that will help us make them better.
The 3rd #Craft post by Storyteller & Studio Lead Hannah Nicklin, offering a reflection on a crucial turning point in narrative design of MUTAZIONE.
Die Gute Fabrik Studio Lead Hannah Nicklin reflects on a method for critical response, and how it can help us seek and offer good feedback...
In the #craft series for the new DGF website, Hannah Nicklin explores aspects of the craft of storytelling in games. Today: Multiple Middles in Mutazione.
Since launching Mutazione, we've been working hard on a New Exciting Secret Thing. And as part of that, we're stoked to intro our wonderful collaborators!
We're delighted and honoured to receive the 2020 Indiecade Grand Jury Prize! As well as nominations for Audio Design, and Visual Design, Nils Deneken was online to receive the news and thank the Indiecade Jury for the honour.
Pick up Mutazione this weekend as part of the Steam Daily Deal - and 33% off! Our biggest Steam discount yet...
This free content update expands on Mutazione's (award-winning!) magical musical gardening, adding all seven Story Mode gardens to Garden Mode.
Liste to Writer & Narrative Designer on Mutazione, Hannah Nicklin (now CEO & Studio Lead) interviewed for the recently released 23rd Episode of Kritiqal Care...
We're delighted to share with you that we're nominated for the 2020 Indiecade Showcase!
It's been one year since the release of Mutazione, and boy has it been a ride! Thank you for all of the wonderful awards, nominations, coverage, user reviews, streams and player reactions!
We're delighted to be a part of the Indie Megabooth Going Away (for now) Steam sale!
At Die Gute Fabrik, we're trying to think about how we can share our work and processes with the wider game dev community in online, rather than events spaces.