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Currently employing 12 staff, the team hopes to grow to 150 people within the next three years, adding another AAA studio to the already competitive Montreal development scene. Read more
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.
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. In AAA, the roles are typically very specialized and each individual doesn’t have much room to experiment outside of their responsibilities. Although he admits that motivation alone isn’t enough. How do you deal with that?
Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ The more one's responsibilities increase in scope, the more valuable communication skills become. Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?
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,
It is a AAA fantasy shooter created by a 100-person dev team, led by a former Call of Duty creative director and published by EA. If you're a small developer making a game on a tight budget, 469th position could be perfectly profitable. Immortals of Aveum was not made by a small developer. It was not made on a tight budget.
The titles seen across the likes of Guerrilla Collective, Wholesome Direct, and Day of the Devs were superb, with indie titles even turning up during Summer Game Fest and Xbox Games Showcase. A number of headlines on other sites have declared this year's array of showcases as 'The Year of the Indie' – and they're not wrong.
I've seen plenty of programmers who had experience working at smaller or mobile studios move to AAA games and many go in reverse. When we hire engineers for game dev, be it AAA or indie, we look for candidates who can work with a team and have a knack for solving problems with performant, legible, and elegant code.
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. Another really important one for me is avoiding clickbait game dev content and news. It’s made a huge difference.
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
Short questions: Ask a Game Dev on Twitter Short questions: Ask a Game Dev on BlueSky Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ We won't hold it against you, as long as the work you did while you were there is still relevant and you can talk about it critically.
Do we really need tons of new AAA production workers to come into the industry every year? I strongly disagree with the perspective that game development education should focus on AAA jobs. The AAA industry as a lighting beacon for the best of us as it were. Nobody cares about that degree.
Merry and Kom have over thirty years of experience in AAA, mobile, and indie game development. Headquartered in British Columbia, Canada, Simply Sweet Games is a fully remote studio that is currently developing its inaugural mobile title – the roguelike word puzzle Criss Cross Castles.
I've long said that any AAA game studio, no matter how strong, is always 2-3 flops in a row away from closure. My heart really goes out to all of those who are affected by this - the Veilguard devs were really behind the 8 ball when they started and the current economic situation in video games isn't good.
Annual sports titles absolutely do not have the same scope as AAA games with multi-year dev cycles, but they do absolutely have significant breadth and depth of scope each year beyond "minor tweaks and roster changes". Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
The Strange State of the AAA Market Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" Last Key to Games cast we spoke about the indie space, for this topic, recent news surrounding major names in the AAA space make us wonder what is exactly happening at the major studios.…
All of the executive producers I’ve known have been focused on trying to make the best game possible for the players, within the scope of what’s feasible for us devs to do. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent questions: The FAQ Got a burning question you want answered?
The overall process of bug fixing in game dev is done in five steps. Ive been assigned bugs outside of my expertise in the past because the dev who would normally fix the bug was unavailable and I had the room in my schedule to look at it, even though the producers knew it would take more time for me to fix it than it would for the other dev.
This is one reason most game studios are always hiring senior devs, they need to backfill positions that open up through normal attrition. It’s a AAA game built by an enormous team that was generally positively reviewed, but clearly had its flaws. ALT I am also not discounting the claims of “Incompetent Leadership”.
Yet in the past few years we've seen the rise of several showcases that do a great job of presenting everything happening in the indie space, from Wholesome Direct and Guerrilla Collective to the veteran-run Day of the Devs.
I wonder if AAA games like GT7 and Forza use the same type of workarounds that are totally detached from a physically-based car?” The post Solo dev Jonathan C Haman created “the glorious Drift Type C – which no one is buying” appeared first on PreMortem Games. JON BRAIN GOOD.
Featured sessions include Leveraging AI in Live Service Games with AWS for Games Global Business Development Lead Shayan Sanyal from 2:40-3:40 PM, and Reimagining Game Dev in the AI Era featuring Andrei Muratov, AWS Head of Game Analytics from 10:50-11:50 AM. Reserve your spot for the all-day event.
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.
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. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
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. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
I still get plenty of cold call recruiter emails from both independent and well-known AAA studios, so I think there are still openings for people. This is also normal, lots of people realize there just isn't a professional career for them in game dev and either go hobbyist or find something adjacent that pays a lot better.
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.
For example, I think fighting games that aren't Street Fighter or Mortal Kombat have little chance of AAA success nowadays. Basically, AAA budgets can't exist if enough people aren't actively interested in the type of game and willing to keep playing it for a long time. UFC/MMA, PGA golf, WWE wrestling, skateboarding, etc.).
The devs are required to run this build and validation process before being allowed to submit their changes in order to ensure stability in the game. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
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. If the studio doesn't have a good distribution of work for these devs to do, that inevitably leads to layoffs. Creatives want to be creative, so they pitch creative stuff.
Back when AAA games could be developed by a fairly small ( [ Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered? Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
It really depends on what you mean by whether major AAA companies “listen to the audience complaints”. If you mean “those of us on the dev team are made aware of the fan concerns”, then the answer is absolutely yes. [ Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
Times & Galaxy essentially mashes up my previous life in journalism with my current work in game dev. For much of the game’s dev cycle, I was also writing full time on AAA projects, like Control and Gotham Knights. More risks “Time management was the hardest part of the game’s development, at least for me.
Staying motivated isn’t hard at all for the solo dev. “It 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. It took him 4 years to create his game and in that time he learned some valuable lessons. “If
The big issue is that the vast majority of the costs in game dev are in the salaries for people doing the work. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ Game publishers have already been pushing in the direction of avoiding hiring where they can.
For people who have not yet broken into the industry , reach out to devs and learn what you can from them. Your goal is not to have what you say acknowledged by these devs or to say something that you think is clever. Your goal is not to have what you say acknowledged by these devs or to say something that you think is clever.
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.
Your typical AAAdev team has hundreds of developers, including dozens (or even hundreds) of designers there to create the items, quests, abilities, enemies, fights, crafting recipes, and other content that players engage with. Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?
That generally costs at least $50 million for a AAA-fidelity game and at least two years of lead time to build alongside the hardware development. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
Lots of people have input in the process, but what usually ends up happening in AAA games is that the executive producer consults the leadership and they make a list of name candidates. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?
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.
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. Imagine sending game feedback about a particular item or game mode you dislike to the dev who works on the online store payment processing.
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