Wed.Sep 25, 2024

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Spectre Divide studio Mountaintop lays off 13 employees

Game Developer

Mountaintop's debut shooter came to Steam earlier in September, and has now made 13 workers redundant.

Studios 321
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Oxford University study with PowerWash Simulator finds 72% feel happier while playing games

GamesIndustry.biz

A study conducted by the University of Oxford in collaboration with FuturLab and PowerWash Simulator has found that 72% of players were likely to experience an uplift in mood during play sessions.

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Obituary: Shukuo Ishikawa, ex-Bandai Namco president, passes away at age 69

Game Developer

During his tenure at Bandai Namco, Ishikawa created the 1988 arcade game Gator Panic and helped the company recover from its financial struggles in the late 2000s.

Games 310
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Ubisoft revises financial targets after "soft" sales of Star Wars Outlaws and Assassin's Creed Shadows delay

GamesIndustry.biz

Ubisoft has revised its financial targets, saying it "expects net bookings of around €1.95bn, and around break-even non-IFRS operating income and free cash flow.

Games 132
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Ubisoft delays Assassin's Creed Shadows, promises day one Steam launch

Game Developer

Ubisoft says it's learned lessons from Star Wars Outlaws and chose to give Assassin's Creed Shadows more time in the dark before coming out.

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Why supporting indies is the key to growing the Brazilian games industry

GamesIndustry.biz

"Juliana, I sold a company that I don't have, can you come and make me a company?

Indy 117
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Subscription services are not yet driving major changes in game design

Game Developer

While 168 million global subscriptions present a significant opportunity for broader reach and steady revenue, developers are treading carefully.

More Trending

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Meta unveils $300 Quest 3S headset for October launch

Game Developer

A new, cheaper headset means Meta is ready to send some of the Quest 3S' predecessors into retirement after just a few years (or less).

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Player choice is key in Bohemian Pulp’s debut game Let Bions Be Bygones

PreMortem.Games

In the grimy world of Let Bions Be Bygones a down-on-his-luck private detective gets a last shot at redemption. John Cooper takes the case in finding a missing upper-class girl in the seedy underbelly of the dystopian city-planet, Terrahive. An intriguing tale full of twists and turns -and multiple endings- plays out in this fully narrated cyber-noir thriller.

Pixel 104
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Paladin's Passage Port UE5 to Xbox & PS5

Indie DB

This article gives an overview of the process and challenges of porting our Unreal Engine 5 game from Windows (Steam) to Xbox Series X|S and PlayStation 5.

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Unreal to Godot – Amazing New Exporter Tool

Game From Scratch

GameFromScratch.com Unreal to Godot – Amazing New Exporter Tool There is a powerful new tool for Godot Engine game developers, called appropriately enough Unreal to Godot Exporter. I covered the authors previous tool Unreal to Unity (available on Unity asset store here) and it was by far the best way to get assets from Unreal Engine to Unity. I […] The post Unreal to Godot – Amazing New Exporter Tool appeared first on GameFromScratch.com.

Asset 98
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Behold Studios' second life

GamesIndustry.biz

"No one knew that it was possible to make games in Brazil.

Studios 67
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UFO 50 Showcase

Game Wisdom

UFO 50 Showcase Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" For this supersized indie showcase, I took a look at all 50 games from UFO 50.… The post UFO 50 Showcase appeared first on Game Wisdom.

Indy 52
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How do you go about balancing appeal for mooks or the lowest importance NPCs?

Ask a Game Dev

The principles of appeal still apply, even when designing mooks. Good mook design has resulted in iconic franchise monsters! Here's a few examples. Take a look at some of these iconic mook designs. Interesting shapes, exaggerating relevant features, and reduced unnecessary details abound. Each of these mooks is still an interesting thing to look at while also conveying their relative weakness in the overall power hierarchy.

Balance 52
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Gradient Disappears when Node is opened again

Cocos

I’ve used following file to set the gradient on a node. The gradient is applied correctly the first time, but when I reopen the node, the background becomes white. This is the code of ColorAssembler2D.ts file import Logs from " /Logs"; const { ccclass, property,/* executeInEditMode,*/ requireComponent, menu } = cc._decorator; @ccclass // @executeInEditMode @requireComponent(cc.RenderComponent) @menu('i18n:MAIN_MENU.component.renderers/ColorAssembler2D-lamyoung.com') export defa

Code 40
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Advanced Video Slots Gameplay That Gamers Love

Game Wisdom

Advanced Video Slots Gameplay That Gamers Love Josh Bycer josh@game-wisdom.com Online slot machines commonly found on world-class casino sites are now more popular than ever, especially ones brought to you by market-leading online casino software providers and game development studios. On this page, we will be taking a closer look … The post Advanced Video Slots Gameplay That Gamers Love appeared first on Game Wisdom.

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[Cocos creator 3.8.3] Websocket onmessage not invoke in 'Preview in Editor'

Cocos

Websocket called, onopen, not call invoke onmessage in ‘Preview in Editor’

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Error in Custom Vertical Gradient Shader: "Can not find vertex attribute: a_texCoord"

Cocos

I have made an effect to apply the vertical gradient on node but I am getting the following error: W/renderer (1056): Can not find vertex attribute: a_texCoord This is the code for the effect file used: CCEffect %{ properties: texture: { value: white, editor: { type: texture } } # Texture property alphaThreshold: { value: 0.5 } techniques: - passes: - vert: vs frag: fs blendState: targets: - blend: true rasterizerState: cullMode: none depthStencilState: depthTest: true depthWrite: true }% CCProg

Shaders 40
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Gradient Disappears when Node is opened again

Cocos

I’ve used following file to set the gradient on a node. The gradient is applied correctly the first time, but when I reopen the node, the background becomes white. This is the code of ColorAssembler2D.ts file import Logs from "./Logs"; const { ccclass, property,/* executeInEditMode,*/ requireComponent, menu } = cc._decorator; @ccclass // @executeInEditMode @requireComponent(cc.RenderComponent) @menu('i18n:MAIN_MENU.component.renderers/ColorAssembler2D-lamyoung.com') export default class ColorAss

Sprite 40
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How can I use old version project in newest version?

Cocos

I currently can’t use this in v3.8.3, I need help with it, can someone please help me?

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