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Preserving the Past With Charles Cecil: Game Developer Podcast Ep. 46

Game Developer

Discussing point and click design with one of the masters of the genre: Charles Cecil.

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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. As a one-person team, he embraces both the creative freedom and the intense challenges that come with solo development.

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Jussi Kemppainen is exploring AI-assisted game development with Echoes of Somewhere

PreMortem.Games

With the discussions over the use of AI in game development raging on, Jussi-Petteri Kemppainen , Lead VFX Artist at Mainframe Industries and founder of Dinosaurs Are Better , spends his spare time to see what all the fuss really is about. “To produce a point and click game, and to document the creation of a partly AI-generated game.”

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Developers behind 80 games sign deals with SAG-AFTRA

GamesIndustry.biz

Performers union SAG-AFTRA has secured agreements with the developers behind 80 upcoming games as it continues to strike over better conditions for actors, including protection against the use of AI. Read more

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Cocos Creator 3.8.5 forum version

Cocos

Developers must ensure necessary Wasm modules are loaded before use. Enhanced scene view selection logic for prefabs: First click selects the prefab root node. Subsequent clicks prioritize the target point and gradually select upward. Rendering pipeline improvements : Added support for PipelinePass in the new pipeline.

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Local testing to cloud deployment: development workflows in Amazon GameLift

AWS Games

Game developers face numerous challenges in managing game servers such as scaling servers to meet player demand, managing game deployment pipelines and optimizing server fleets for costs. Lets explore available development workflows using Amazon GameLift Anywhere. Choose the created Custom location you just named and select Submit.

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Full Throttle | Why I Love

GamesIndustry.biz

Why I Love is a series of guest editorials on GamesIndustry.biz intended to showcase the ways in which game developers appreciate each other's work. This entry was contributed by Christopher Mathes, the developer behind 'Agatha Christie in space' point-and-click murder mystery, Murder On Space Station 52. Read more