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Eiji Aonuma recently revealed that Nintendo currently has no plans to release additional content for The Legend of Zelda: Tears of the Kingdom. This decision marks a notable departure for both a blockbuster game and a major first-party Nintendo release.
The veterans who left Need for Speed developer Criterion in December last year have reunited to form a new AAA studio: Fuse Games. The new outfit has been founded by studio general manager Matt Webster, head of content Steve Uphill, head of production Pete Lake, head of technology Andrei Shires, and head of operations Alan McDairmant.
Some of the leaders behind the Forza Horizon series have formed a new AAA games studio in Leamington Spa called Maverick Games. He is joined by other ex-Playground veterans including executive producer Tom Butcher, CTO Matt Craven, content director Gareth Harwood and audio director Fraser Strachan.
At the typical AAA studio, they're probably hiring for expertise in a specific field - somebody who's an expert at AI, or procedural content generation, or in-game economies. I generally don't care whether that person was paid by an indie or AAA studio to do it, I really only care if they did so at in a professional capacity.
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,
While tools have improved dramatically, allowing smaller teams to produce more graphically and mechanically complex games than ever before, producing equivalent experiences to AAA mega-studios is still prohibitively expensive. Thrilling as a solo ten-hour-long campaign can be, linear content is expensive to produce.
However, managing influencer campaigns manually can be a daunting task, especially for AAA publishers who aim to reach millions of potential players at the same time. Jorge Tavera is the Global Influencer Strategy manager at Deep Silver, the AAA publisher within the media company Plaion (formerly Koch Media). Read more
This norm, however, may soon be a relic of the past as software from technology company Move hopes to revolutionise motion capture for AAA and indies alike, as well as beyond games. Read more
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. Call of Duty's annual release) with regular content updates alongside battle passes, cosmetics, and microtransactions.
Designed to reflect the game development lifecycle, the AWS for Games booth at GDC will offer four main areas for exploration: Cloud Game Development, Game Content Creation, Backend and Infrastructure, and Player Acquisition, Engagement, and Monetization. Experience, exploreand PLAY!
Its capabilities for VR content creation include comprehensive 3D modeling tools, advanced texturing and shading, animation and rigging, and integration with VR Devices. Here are some of the best VR software that we think are essentially created to empower VR developers around the world.
These emerging players are at the forefront of consuming game-related content alongside their active involvement, emphasizing the growing trend of watching gaming-related media alongside playing. They are likely to have higher levels of engagement, increased spending on gaming, and a greater inclination towards consuming gaming content.
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. As for your second question, it also depends.
Once the new hire has the game up and running and has familiarized herself with the game's controls and such, it's time to start reading documentation for the internal tools and workflow - how the content is made, how the work is done, what the working process is, how to check your work, who to contact in case of questions.
that are primarily there to support game development and content creation efforts. 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.
More AAA and AA publishers are pivoting their main franchises towards these models to extend the lifespan of existing franchises. Games like Fortnite, Minecraft, and Roblox have achieved great success by adopting this approach, which focuses on providing players with regular updates and new content.
Every single AAA studio is trying to copy that model. According to IGN (2024) , 70% of new AAA releases now have some form of live-service monetization whether its battle passes, microtransactions, or subscription-based expansions. Or are we just making content platforms?” Jordan: “We all saw it happening, right?
It really depends on what you mean by whether major AAA companies “listen to the audience complaints”. Most major content updates ship every three months, so three patches in the future usually means players won’t see the things we’re working for another 6 to 9 months.
Diablo Immortal also builds on its narrative by periodically adding expansions, which add additional playable areas introduced through new story content. Farlight Games has put a lot of effort into bringing these heroes to life with AAA-quality 3D animation and voiceover work.
Known for popular game franchises including EA Sports FC, Madden NFL, Battlefield, and Apex Legends, EA regularly releases new game versions to mitigate issues, make improvements, and add new in-game content. KVP uses the knowledge of the installed version and language of the game to generate smaller patches with only the changed content.
AWS Session Highlights Harnessing generative AI to create unlimited content within game worlds : Saltwater Games details the generative AI architecture of “Resurgence,” an upcoming free-to-play, post-apocalyptic, open-world crafting and survival game. A comprehensive breakout and applicable use cases can be found below.
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. I think you have the wrong idea about what game designers do.
For the past few decades, Quake modders have freely mixed-in copyrighted unlicensed content from other games. It's probably not worth disentangling, even if Microsoft basically owns everything. THE FUTURE OF MY QUAKE MAPS. Which leads me into reflecting on my own Quake modding activity.
” Oh, and regularly update your tags to ensure they accurately reflect your game’s content and avoid irrelevant or incorrect tags added by fans. ” Focus on content about your game rather than unrelated events. “Indie games have actually gone down in price while AAA games have been raising their prices.”
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.
We’ve repeatedly heard Xbox emphasize how important it is for the industry to offer a diversity of voices in content and make games available to players at different price points and via different distribution channels. Marketing spend is spiraling and even Apple has started fencing with AAA titles for their devices.
I want to have a team with a pipeline where we release a game every few months, always making new IP and numbered sequels, never gross content packs and new ways of extracting more money from people who have already bought a game.” What inspired you to make Drift Type C?
From time to time, our AWS GameTime guests may also share exclusive news, easter egg content and merchandise! 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. Of course we have a gameplay segment!
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. You shouldn't email developers directly unless they've explicitly told you to do so. Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?
Hogwarts Legacy: I’m a fan of most Potterverse content, and I enjoyed the books while growing up. It has an amazing open world that you can zip around using magic and is one of the biggest AAA titles to feature the Isekai or transported to another world plot device that has infected Anime and Light Novels the past eight years or so.
Evgeny Makarov, Developer Technology Engineer, NVIDIA Jakub Knapik, Art Director at CDPR Our Sniper Elite 4 Journey – Lessons in Porting AAA Action Games to the Nintendo Switch The Asura engine, entirely developed in-house by Rebellion, has allowed the independent developer/publisher the maximum creative and technical freedom.
Truly open worlds populated by procedurally developed content, adaptable game mechanics, and narratives. Designer Jobs: AI-driven procedural content generation (PCG) algorithms generate game content dynamically. Most AAA simply cannot afford the team sizes of today. Albeit the marketing constraints would remain.
6 focusing on web3 projects, primarily content creators, with 5 in gaming and one mobile play-to-earn platform. — Echtra Games is working on an unannounced AAA ARPG for PC and console platforms. Out of the 28 companies that raised funding: — 17 making PC&сonsole games, of which six are also developing for mobile platforms. —
The mobile market is incredibly competitive and there’s a growing number of AAA console and PC developers entering the fray. If you are lucky enough to capture their attention at launch, you can lose them just as quickly as you gained them if you don’t have the right live events framework in place. Putting that framework together isn’t easy.
This means that they’ll never see any of the additional content that we spend development budget on acknowledging from a save game import. Remember - the critical path and narrative of the game must take precedence over side content. Then, you have to consider the numbers of people who actually do run their save game imports.
This evolving landscape presents opportunities for agile developers to thrive, even as AAA studios grapple with extended development cycles and rising costs. Trend: Single Player AAA Development Costs continue to Explode Premium Single Player games have been a healthy but stagnating market. in growth for the year 2024.
Having collaborated on previous projects across a wide range of industries – from comics, AAA games, television, music videos, visual effects, literature, theater, virtual and augmented reality, hardware, software, and R&D – the group contemplated how to create a meaningful, community-driven game on their own terms.
AAA video game development trends. AAA games 2022 are considered to be the most eye-catching, comprehensive and top-notch video games played on PC and consoles, as Games radar says. Forbes also argues that some of AAAs are integrating NFTs therein. They provide deeper gameplay content and uncomplicated storyline for gamers.
It’s not preferred, at least for game content itself a win/mac native package is always more powerful. Currently not yet, we are still a mobile first game engine, we are not trying to attract AAA studios from using in-house, Unreal, Unity engines. pstrejczek: Is there a reason Electron is the preferred way for Steam publishing ?
Making Call of Duty free Back when CoDO was conceived, consoles didn’t officially exist in China, AAA Mobile gaming was not yet a ‘thing’ and PC gaming mostly happened at Internet Cafes, where gamers paid to sit in front of computers to play, watch videos, eat, smoke and chat.
See demonstrations on how complex settings like a jungle or museum can be built with NvRTX, and get a better understanding of how AAA real-time ray tracing visuals are created. The book covers everything in ray tracing and rendering, from basic concepts geared toward beginners to full ray tracing deployment in shipping AAA games.
Felt like they had to cut down 50% of their planned content, which is never easy. Even AAA has given up on immersive sim RPGs , so any dev deserves praise just for attempting this genre I think. The game tries to lampshade this in the NPC dialogue, but the level design is louder. A lot of the city feels empty and unused.
It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Dense narrow spaces = too much content packed together and repetitive encounters. So these are leftover placeholders that lead to cut content. Expendable companions.
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