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Why You Can’t Objectively Build Great Games Josh Bycer josh@game-wisdom.com I was reading a piece over on Game Developer that gave me pause for a second about whether this is what game design at the AAA level is about now — focusing on analytics and trying to “math” the perfect … The post Why You Can’t Objectively (..)
Sign up for the GI Daily here to get the biggest news straight to your inbox Experienced veterans from EA's Respawn studio have formed a new AAA team called Giant Skull. The developer is led by Stig Asmussen, who is best known as the game director for 2019's Star Wars Jedi: Fallen Order and 2023's Star Wars Jedi: Survivor.
IO Interactive is moving into third-party publishing with MindsEye, the new action thriller by Build A Rocket Boy, the AAA team formed by GTA producer Leslie Benzies. Read more
There's an exciting new AAA game studio that's growing rapidly in Leamington Spa and already picking up awards. In an interview with GamesIndustry.biz earlier this year, the studio also revealed it's building its own tools and pipelines in order to create something unique and different to what exists in the market today.
The features offered are also a lot more reminiscent of AAA games, such as far more material options and advanced visual effects (including circle DOF , volumetric fog, AMD FSR, etc.). Is solving these problems enough for Godot to become a top AA / AAA game engine? Rendering is significantly more efficient in Godot 4.0,
The mobile market is incredibly competitive and there’s a growing number of AAA console and PC developers entering the fray. Here’s everything you need to know about using the Live Events Tracker to get the analysis you need to build the best live events framework for your mobile games, no matter what genres you operate in.
Experience first-hand how Amazon Web Services (AWS) for Games helps build breakthrough gaming experiences at the Game Developers Conference (GDC), March 17-21, 2025 at the Moscone Center in San Francisco. Join the team behind Netflixs Squid Game Unleashed as they lead you through building the backend for a fast-based action mobile game.
Players' gaming backlogs are bigger than ever, and with an abundance of AAA games constantly entering the market – not to mention over 75,000 listed titles on the Steam marketplace – it's no wonder we're all being more selective with what we play. But even then, indie games have a much harder time cutting through the noise.
We do have AAA games that are in development," he says. We've announced some of the partnerships that we have with the likes of Starbreeze and Gameloft to build D&D games. I'll leave it to your imagination where they might take that. Read more
Likewise, construction elements have become intertwined with the core mechanics of many titles, such as the Japanese-hit Slime Isekai Memories , where narrative progression is tied into its base building despite its focus as a turn-based RPG. Merge Vikings Combining merge2 mechanics with progressive character and building vectors.
This is the workflow for creating a AAA model of an AK-47, using Maya, Substance Designer, Substance Painter and Marmoset. Building the 3D model I used Maya for modeling. At Logic Simplified , a leading game development company , we created an FPS game Mr. 45. For this, I thoroughly learned Substance Designer and Substance Painter.
Every major studio I've worked at generally has their own automated build system. These build systems are not shared between projects at the same publisher. This is because each game has its own file structure, asset list, and scripts that must be processed alongside building the code in order to result in a functioning game build.
Because success isnt defined by shipping a playable build. For studios aiming to build not just games, but game-driven businesses, these three pillars are no longer optional. Building Scalable QA Pipelines High-impact studios combine manual testing for gameplay precision with automation for regression, UI validation, and edge cases.
The Lego Group and 2K Games have today announced their long-rumoured multi-title partnership – and both firms tells GamesIndustry.biz that debut title Lego 2K Drive not only represents what to expect from this deal, but also the true potential for Lego in the realm of video games.
Unity, once synonymous with indie development, now stands as a serious contender for console-quality game builds. Build Performance-First to Ship on Time and Scale with Confidence Performance is a budget, not a luxury. Geometry: Build with LODs from the start, batch static meshes, and constrain polycounts based on hardware targets.
With the rise of the gaming industry, two distinct categories of games have emerged: AAA games and mobile games. As a result, mobile gaming is pushed aside in favor of AAA titles, which have their own position in the market. Now, when you think about high-end games, you think about AAA. Can Mobile Games Be AAA?
This powerful software allows developers to build their 3D assets and sciences with tools for 3D animation , modeling, rendering, shading, simulation, and more. Logic Simplified is a well-established Virtual Reality game development company that works with small and large businesses to build games for smartphones, web, and gaming consoles.
After that, if you want to ship something, you need to build discipline.” In AAA, the roles are typically very specialized and each individual doesn’t have much room to experiment outside of their responsibilities. After reaching larger milestones, I send playtest builds to friends to get feedback and polish things up.
A narrative can also help with pacing, building and releasing tension alongside key story beats while directing the players’ attention and emotions through them, all the while supporting other features and creating a meaningful foundation for retention. Buildings in the Outpost act as locations for special Brief Encounters.
If you can imagine it, you can build it”, he says. After encouragement from a friend, I studied and began building modded move sets (PSAs) in Smash Bros: Brawl for mages and characters from other franchises, independently, using the forums as guidance.” Effloresce : “Apply or build the idea. I function well like that.”
I've long said that any AAA game studio, no matter how strong, is always 2-3 flops in a row away from closure. While Bioware remains as a label and the next Mass Effect game continues development, Bioware as a studio is no longer a stand-alone entity capable of building a full game from start to finish like it used to be.
AAA dev really tries not to spend that much time in preproduction because the plan should already mostly be in place by the time we begin - we know what kind of game we’re making and we have a solid idea for what kind of gameplay we’re trying to build out.
We are building a historically accurate survival strategy game” Gorilla Softworks co-founder Deniz Şakar explains how the team has tried to accurately portray the challenges early humans faced while they looked for ways to survive and thrive. “We It’s the debut game of Turkish studio Gorilla Softworks. “We
For your first question about what kind of non-creation teams there are: Game dev studios typically have internal support teams - back end, build, IT, user research, etc. that are primarily there to support game development and content creation efforts.
This automated process takes less than an hour to complete for a AAA title, outputting pre-computed, incremental patches for previous versions of the game. KVP creates metadata of the game builds and uses the metadata to compute the differences between the latest and all prior versions. Figure 1: EA KVP architecture diagram.
The first thing that any new hire has to do is get the project synced to the latest safe build and get the game running. We'll ignore the administrative stuff and focus on the productivity onboarding. Without being able to run the game, we can't make or test any of the changes we will inevitably need to make.
This is generally an expensive process - building anything physical is costly, time-consuming, and is a moving target because competitors aren't stopping either. Second, they must develop software development tools for both themselves and for external developers to use in order to build games for that console.
.” “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. The premise is thrilling: “You are building a virtual society inside of an ecosystem,” Krajewski explained.
There was a feeling of urgency building up, and so I foolishly volunteered my soul. Thus for the past few months I've been building "Scopa", a level design.MAP importing plugin for Unity, as a kind of HammUEr / Qodot equivalent. Fortunately for now, I'm able to do that. For now, things are flowing mostly smoothly.
My first game, called Averish , was a city building game where you could build entire cities out of plastic building blocks. I put in car building as well, and downloaded every vehicle physics asset to make it easy. What inspired you to make Drift Type C? The problem was that the cars just wouldn’t drift.
The Dynamic NPC Dialog Demo highlighted Ada, an example for building an in-game non-player character (NPC) as a generative AI application, using Unreal Engine MetaHuman by Epic Games. Building and scaling MONOPOLY GO!, the #1 casual game launch of 2023 : Scopely’s Monopoly Go!
Budgets for AAA console games could be more like $20M-$50M (notwithstanding Activision’s $200M+ budgets for Call of Duty although also including marketing and distribution). Further, it’s pretty clear this is one of the few companies thinking strategically about how they will build defensibility in the future. What do you think?
We're not project leads that pitch entire games, we're [ content creators ] that build the bits of specific content in games - the spells, the monsters, the fights, the classes, the races, the quests, the environments, the stats, the companions, and so on.
A generation of aspiring analysts and experts now have some actual data and verbatim from high-ranking execs to build their models and assessments. Marketing spend is spiraling and even Apple has started fencing with AAA titles for their devices. Sure enough, Cook is looking to build bridges into China. Delicious.
AWS are also proud to continue supporting the game developer community and we want to highlight the best games from indie studios to AAA game studios built on AWS. Contact us to collaborate on a future episode or to start building next-generation gaming experiences on AWS for Games. Keep gaming and keep building on AWS!
The first was building its backend from scratch, which the studio quickly determined would take too long. The framework provides templates for getting started with serverless and container-based backend feature development, and includes an end-to-end Amazon GameLift Integration for building multiplayer games.
Let's say that we're working on the camera functionality for in-game cinematics for a narrative-heavy AAA game like the Witcher or Dragon Age. The cinematic designers need a solid toolbox to build cinematics with, a set of tools that they will use to create most of the cinematics of the game.
If you know enough SQL to query for what you’re looking for, there’s less real need to build a special tool to do it for you since you can just write your own queries. the customer service workers), AAA dev teams usually have tools engineers build custom game-database tools to enable support team members to do their jobs.
Consider - in AAA games, we bring on entire teams of QA to test every day during production. How do they find that many bugs? Imagine 50 testers each find only five bugs a day from a full eight hours of testing. That's logging a combined 250 bugs daily. In a week, you've got 1,250 bugs. After a month, that's 5,000 bugs.
If he wants a career in AAA games, he will need specialized expertise. Indie devs can't just come up with the ideas for the rest of the team to build them out; there just aren't enough people to handle that kind of workload. At the very least he'll need to create his own assets and/or write his own code.
As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g. I don't think that we'll ever see pre-rendered cutscenes go away permanently.
If we're building a big budget AAA first person shooter, we can expect that our representative player recognizes and likes first person shooters and is likely already familiar with the basics of how to play them. It is unlikely we will need to teach them the very basics like how to move about the map and aim or what strafing is.
Game devs (especially AAA devs) aren't interchangeable and we don't all work on the same thing, have the same expertise, or even work within the same team. They're split up among many different groups - single player campaign, multiplayer, zombies, UI, online back end support, build, tools, and so on.
Omeda released the first build of “Predecessor” for PC as Paid Early Access at the end of 2021, then as a free online test in April 2022. It was vital that we not only build the highest quality systems but also test them thoroughly,” said Sredl. Thankfully, the launch went smoothly, and the backend has been incredibly stable.
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