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Former EA devs' Simply Sweet Games aims to "raise the bar for the entire industry"

GamesIndustry.biz

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. Merry and Kom have over thirty years of experience in AAA, mobile, and indie game development.

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On the topic of cutscenes, do you think we will get to the point where fully pre-rendered cutscenes will be phased out entirely? Are there any other advantages to having a cutscene be pre-rendered rather than in engine besides the cutscene being “prettier” than the base graphics?

Ask a Game Dev

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. Flight Simulator), rhythm games, puzzle games, and so on. Certain genres of games (e.g.

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Final Fantasy 7 Rebirth Review

Keith Burgun

There’s just so many creative, brilliant, fun to look at, surprising situations – the dev team had a ton of fun making a lot of the game. I really wish big AAA game developers would stop stretching everything as thin as possible. And the Queen’s Blood puzzles are extremely well designed. CON: The narrative.

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Know How Much It Costs to Make a Game Before Investing!

Big Games

Keep reading this blog to understand how mobile game development costs differ from AAA games. Will it be a 2D puzzle or an AAA game like Grand Theft Auto V? Experience and Size of Dev Team Professional gamers team with headsets at the table at computer playinng video games. Let’s Begin With A Quick Round of Questions!

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Escape From Hadrian’s Wall with Jim Gray

Game Dev Unchained

On the other, you have studios that are pushing the boundaries of what’s technically possible in AAA game development. He spoke about the early iterations of the game, where the mechanics of the Elemental Golem Card Puzzles were first tested, and how player feedback played a crucial role in refining the gameplay.

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Escape From Hadrian’s Wall with Jim Gray

Game Dev Unchained

On the other, you have studios that are pushing the boundaries of what’s technically possible in AAA game development. He spoke about the early iterations of the game, where the mechanics of the Elemental Golem Card Puzzles were first tested, and how player feedback played a crucial role in refining the gameplay.

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Supercell’s Strategic Initiatives that Will Transform the Company

Deconstructor of Fun

Rush Wars was the PvE version of Clash Royale in the Boom Beach setting Clash Quest was Legend of Solgard in the Clash setting Hay Day Pop was a puzzle and decorate game with Hay Day IP Everdale is a Hay Day Derby feature as a game Clash Mini is the most innovative one. But it’s not worth asking game devs to show up in person. #7

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