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Former Criterion leaders set-up new AAA games studio Fuse Games

GamesIndustry.biz

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.

AAA 98
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Gorilla Softworks’ debut game The Ancients aims for prehistoric realism

PreMortem.Games

We consulted two anthropologists while building our technology and culture trees to reflect the prehistoric cultural and technological progress of the human race”, he says. We are a team of 5 developers”, says Şakar. “We Trying to develop an indie game on the scale of a AAA title is the reason why a lot of indie studios fail.”

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The Rise of Hybridization in Mobile Games: How Developers are Genre Mashing Their Way to Success

Game Refinery

Analysts have widely reported developers’ ongoing challenges with user acquisition targets as they wrestle with stricter app tracking policies, especially on Apple devices. These mechanics are unconventional for a racing game but aren’t surprising. In many respects, this change isn’t particularly surprising.

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How much freedom does a game designer have at a non-indie studio? Are they able to pitch and create their own ideas or are they basically project leads that get assigned games to make/design (ie that time everyone was making a WW2 shooter)?

Ask a Game Dev

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.

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Final Fantasy 7 Rebirth Review

Keith Burgun

I really wish big AAA game developers would stop stretching everything as thin as possible. Other pros and cons PRO : The combat is extremely developed and really fun and cool. But there’s a ton of them, I think I actually missed a few of them entirely, but even just the ones I saw were mostly surprisingly well developed.

Fantasy 105
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Squad Busters One Month Later: Down, But Not Out

Deconstructor of Fun

AAA Boom and Bust Supercell’s “much more typical of a AAA game launch, and is atypical of a mobile launch” strategy failed. At maybe $50M in launch budget, it’s a drop in the bucket compared to the potential to forgo soft launch periods for other games in development. On the other hand, the rebound is weakest in T1 regions.

Mobile 110
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Flavored by Authenticity: How Personal Experiences Amplify Narrative

Game Design Aspect

Matthew Farber, Juliana Loh, Kimberly Unger, and I headlined the Georgia Game Developers Association CIMFest last year with this powerful panel exploring how personal experiences empower narrative writing. She has been a speaker at numerous game-related conferences, including the Game Developers Conference, NY Comic Con, PAX East, and SXSW.

Writing 52