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The Art of 2.5D: How It’s Redefining Game Design 

iXie gaming

From indie studios to AAA developers, 2.5D Fighting Games: Clarity & Competitive Balance Street Fighter IV and Guilty Gear Strive use 3D character models but restrict movement to a 2D plane, ensuring precise hitboxes and predictable spacing. offers a balance between artistic expression and performance efficiency.

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Three Minutes to Eight developer Chaosmonger Studio “Multiple stories moving parallel”

PreMortem.Games

The game is balanced on a multitude of variables, events, triggers, put together like a house of cards. The market is so saturated, that every little defect becomes an ‘elephant in the room’ for players that often compare a low-budget indie title to AAA games. A little mistake, a little bug, and everything can fall down.”

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Solo developer Kaighen Finley: “It’s easy to lose myself in game development”

PreMortem.Games

But the morale and quality of life it can bring can be quite motivating, balancing & inspiring – if not all the above.” I don’t dare to think that a small, solo developer can craft something at the same scale and complexity of a AAA game’s magnitude, but that competition was never the goal. Always test your code.

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I’m willing to accept that AAA games should often be sold at a higher price to help deal balance the increasing cost of development. Do you think that companies would do better to raise prices quickly and wait out the sticker-shock or to try and raise prices very slowly to attract less attention?

Ask a Game Dev

Haven't you noticed just how many AAA game releases these days aren't about a single sale but live service? The cost of development for AAA fidelity games is mostly too high now to be profitable on their own. I'm pretty sure that, as an industry, we've mostly already moved beyond that. The live service model is the price increase.

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The Rise of Hybridization in Mobile Games: How Developers are Genre Mashing Their Way to Success

Game Refinery

The game is an almighty genre mishmash almost reminiscent of a AAA console game, carefully combining heavy story and character-driven RPG elements with hectic shooter gameplay. The narrative is a vital part of the drive toward in-game progression.

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Recently, Jason Schreier revealed some bts talks with Blizzard devs who told him that they were trying for an RTS for years but were denied by execs. I understand that execs weigh risk/reward in terms of profitability but from the consumer side, these sorts of reveals makes it seem like innovation is being stifled and shifted to the indie scene like the nothing but superhero movies. What’s it look like from the dev and creative side?

Ask a Game Dev

Unfortunately, the real story in the AAA space is that experimental and niche games like RTS games don't have as much of a potential market anymore. We want to make these games, but the feasibility of such at a studio with a large headcount of varying discipline distribution is a numbers balancing optimization game.

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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

” “I’m the founder and CEO of Strange Loop Games,” began Krajewski, detailing his journey from working on AAA titles at prominent companies like EA and Midway to establishing his own remote studio. With it comes the challenging balance between financial backing and creative control.

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