This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
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 (..)
With the game now announced for a 2024-release, the part time solo dev is motivated to finish the game. 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.
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.
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,
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. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
Working in Mixed Reality, I met many ex game devs and artists, who I learned from and was greatly inspired by. Some had worked on AAA games I’d played, released indie games, or previously ran companies in games. These are essentially the building blocks of all sports, so I based the game around sandbox “sports”.
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.
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.
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. JON BRAIN GOOD.
If you can imagine it, you can build it”, he says. Staying motivated isn’t hard at all for the solo dev. “It 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.”
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. That knowledge and experience is then considered when increasing the scope of her tasks until she's reached the level of productivity expected of a dev in her role.
For other games, it can be longer - the dev team can spend up to a year in preproduction figuring out the core gameplay for most games, with more time needed for games with really massive scope (e.g. ALT It’s worth repeating - the vast majority of AAA games with 5+ years of dev time aren’t usually being fully built from start to finish.
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.
Recently I promoted my Lazy Game Dev product and this is one of the emails I wrote for the promotion. A young, insignificant game dev named Asbjørn Thirslund is hurrying home to create his first tutorial for a YT channel he just started called Brackeys. You’re a YT game dev,” shouts Brackeys. The email starts below the line.
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.
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.
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.
Game devs (especially AAAdevs) 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.
Consider - in AAA games, we bring on entire teams of QA to test every day during production. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ How do they find that many bugs? Imagine 50 testers each find only five bugs a day from a full eight hours of testing.
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), AAAdev teams usually have tools engineers build custom game-database tools to enable support team members to do their jobs.
Most game dev teams have a strong idea of who our game's target audience is, and that includes the kind of context they should already have. If we're building a casual mobile game where we expect our representative player is new to games and lacks the context needed to play, we'll need to spend more effort to teach them that context.
.” “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.
The larger the team gets, the more effort and resources the studio spends on reducing build times. This is because it’s a multiplicative effect - reducing build times can save many developers time on the daily. There are several different approaches I’ve seen studios take to optimize build time.
We're seeing record profits from successful games and we're seeing a bunch of unsuccessful games pull the profits down because those unsuccessful games cost just as much as the successful games to build. It's the jobs of devs like me that are the costs that are being cut.
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.
It’s nigh impossible to build a PS2 game now primarily because all of the necessary hardware and software have been discontinued for over 15 years. The old PS2 dev tools are no longer in production. Most of the software for building it depended on Window XP machines. That old tech is no longer supported by any vendors anymore.
Most devs are still using C++11/14 to my knowledge, with several ongoing legacy titles continuing to use C++03 to support them. One of the biggest pillars of development is that the ability for devs to work (stability) is paramount. SWTOR is still using the licensed Hero engine and are still using the build from 2012.
They help everyone –– from indie developers to AAA studios –– to focus on creating the best game rather than having to rebuild a physics engine, shift graphics blobs manually in memory, or develop reliable back-end infrastructure. That meant the path from gamer to game developer was inexpensive and usually free.
Are there any plans to make Steam SDK integration in Win and Mac native builds possible ? Not yet, we hope more devs can try on Nintendo Switch publish pstrejczek: Are there any plans to support other major console brands (xbox ,playstation) ? We really need more devs to spread the engine’s to the community.
He stumbled upon an alpha build of a game called Iconoclasts. Eric recounted, “I was definitely building a community, and when I realized what was happening, I had to give it a home.” A hint of Super Metroid, a sprinkle of Mega Man X, a dash of Celeste, and the vibrant world-building reminiscent of Zelda.
Topics discussed in this episode : 0265: Art Boost | Sculpting AAA Realistic Characters with Lisa Loseva. Whether you’re growing your app or building a new one, Appfigures has the tools you need to reduce risk and get more downloads. As you can see, they know their stuff! 0257: Art Boost | VR Sculpting with Joel Durnham.
The path to reach these points of interest generally results in park visitors only visiting a handful of the park’s attractions before leaving, even though your team spent a lot of time building and paving the rest of it. And if so, what needs to be sacrificed for that acknowledgement? Anything else is icing.
Supercell attempted to fight this trend by building better tools and a greater focus on user-generated content. But it’s not worth asking game devs to show up in person. #7 After all, the aspiration of building a great (top-grossing) game with a small team in an organization where teams come first is every developer's dream.
Written by Ethan Levy , Executive producer at N3TWORK, who is building his first blockchain game. The seismic shift enabled by microtransactions and live services won’t be complete until there are no more annual releases because every tentpole AAA game has transformed into a live-operated platform. This post is sponsored by Xsolla.
cell bg=odd_color,even_color border=color]AAA[/cell]. ICU data, build options and export templates. Since some game project do not need CTL at all, or text usage is very limited, multiple compile options are available to control text server building. Table horizontal layout is mirrored for RTL paragraphs.
All four offer non-programmers an opportunity to build video games without having to know how to code. All four offer non-programmers an opportunity to build video games without having to know how to code. Unity has a reputation for being a complex game engine designed to help developers make AAA games.
x releases, now that we have a fairly mature base to build upon. macOS: ARM64 build, code signing. Building upon the initial prototype , we've now reached a state where we're happy to release the Web editor in sync with the native version, so you can find the latest stable version on editor.godotengine.org. iOS: New plugin API.
. “Maybe he doesn’t know how to… communicate with engineers as well as Condrey,” Gray mused, highlighting how leadership can sometimes make or break a studio’s ability to build a strong, cohesive team. On the other, you have studios that are pushing the boundaries of what’s technically possible in AAA game development.
Their first step would be to hire a core founding team around which they would build the development team. We want to build ambitious games players may not expect from Supercell. After 12 months of silence, the team of founders has been revealed. One could wonder if this makes Ryan a bold choice to lead the studio.
. “Maybe he doesn’t know how to… communicate with engineers as well as Condrey,” Gray mused, highlighting how leadership can sometimes make or break a studio’s ability to build a strong, cohesive team. On the other, you have studios that are pushing the boundaries of what’s technically possible in AAA game development.
Most (if not all) technologies that utilize ECS do it at the core engine level, by serving as the base architecture and building everything else (physics, rendering, audio, etc.) Other AAA games with lots of content going on. They are, however, separate systems and completely isolated.
Before jumping into how they work, it’s worth understanding why Passes have become such a popular feature among devs and players. Sustainability is key to building long-term retention : It turns the game into a hobby that can be kept for months and years. Enjoy from the links below. Why are Battle Passes so successful?
These were small versions of the AAA games I had played a lot of, but they were just as enjoyable.” But those notes create a basis of a project to build on, ideas being grouped and solidified. So next time I begin daydreaming, I’m not remembering my last idea, I’m building on it.” How do you deal with that? “It’s
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content