Thu.May 16, 2024

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Phoenix Labs lays off staff, cancels games in major restructuring

Game Developer

Update: The studio behind Dauntless and Fae Farm has laid off an unknown number of employees and cancelled a game "mere weeks" away from launching in Early Access.

Studios 362
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Owlchemy: Vision Pro is biggest step towards VR mainstream adoption

GamesIndustry.biz

Rumour has it that the Vision Pro is finally getting ready to get shipped outside of the US. Three months after its American launch, Bloomberg reported that Apple's VR headset could be shipping in several territories worldwide as early as next month, off the back of the firm's Worldwide Developers Conference. It's unclear how many headsets Apple has shifted since retail availability in the US but the high $3,500 price point has made the Vision Pro somewhat of a niche within a niche product.

Retail 132
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Trending Sources

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EA is diverting 100 percent of Immortals of Aveum net sales revenue to Ascendant Studios

Game Developer

With Immortals of Aveum hitting EA Play and Xbox Game Pass, Electronic Arts is passing all net sales revenue to its developer.

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Take-Two confirms no Grand Theft Auto 6 in current fiscal year

GamesIndustry.biz

Take-Two today released its financial results for its fourth fiscal quarter, covering the three months ended March 31, narrowing the Grand Theft Auto 6 release window while taking a massive loss thanks largely to goodwill impairment and restructuring charges. When Take-Two reported its fiscal 2023 earnings last year, it took the unusual step of talking about numbers more than a year into the future, saying it expected $8 billion in bookings for fiscal 2025.

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Book Excerpt: Ultima and Worldbuilding in the Computer Role-Playing Game

Game Developer

'Ultima and Worldbuilding in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry.

Games 295
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Forever Entertainment on making what was old new again

GamesIndustry.biz

Remaking games is not easy. You have to consider how retro titles will play on modern consoles and for today's audiences. You also have to work on the finer details, such as the clarity of dialogue, balancing gameplay, and quality-of-life changes. The list goes on. However, when remakes become a part of your business model, you have it figured out. Forever Entertainment has proven itself in this field with the remakes of Panzer Dragoon, The House of The Dead, Front Mission 1st, and Front Mission

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Report: Palia studio Singularity 6 lays off 36 employees

Game Developer

This most recent layoff, reportedly impacting about 40 percent of the company, comes mere weeks after the studio eliminated nearly 50 roles.

Studios 291

More Trending

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What it means to direct a game that was someone else's creative vision

Game Developer

Pacific Drive game director Seth Rosen was tasked with leading development on a game envisioned by founder Alexander Dracott. Here's what he learned.

Games 261
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First speakers announced for next month’s GI Sprint editorial series

GamesIndustry.biz

We have details of the first speakers and contributors to next month's GI Sprint. GI Sprint is a series of videos, podcasts and articles all about ways we can make video games cheaper, faster and better. It will run from June 17th – July 5th, The series will cover topics such as AI, cloud, team synergy, hybrid and remote working, distributed development, failing fast and much more.

AI 120
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Manor Lords has sold over 2 million copies in under three weeks

Game Developer

The early access title broke the record for Steam wishlists and has a lifetime conversion rate of 26 percent.

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Webinar: Path Traced Visuals in Unreal Engine

Nvidia

Integrate RTX into your own game and understand what ReSTIR means for the future of real-time lighting in this May 21 webinar. Integrate RTX into your own game and understand what ReSTIR means for the future of real-time lighting in this May 21 webinar.

Engine 101
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Language, loot, and localization: how to ready MMORPGs for release in more regions

Game Developer

Our focus on localizing Asian games requires a slightly different approach, and while it's a daunting task, it's also an immensely exciting opportunity.

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Instant Realistic Lighting in Godot

Game From Scratch

GameFromScratch.com Instant Realistic Lighting in Godot Out of the box the lighting system in Godot doesn’t give amazing results. In fact, out the box the lighting system in the Godot game engine ONLY works in the editor, which can be more than a bit confusing for beginners. Thankfully we have an in-depth lighting tutorial that will […] The post Instant Realistic Lighting in Godot appeared first on GameFromScratch.com.

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Global Game Jam names new executive director Maria Burns Ortiz

Game Developer

Nonprofit Global Game Jam (GGJ) announced Maria Burns Ortiz has been confirmed as the organization's new executive director, and director of partnerships Charly Harboard is leaving the group.

Games 219
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Activision opens new Polish studio Elsewhere Entertainment

GamesIndustry.biz

Activision has formed a new internal studio, Elsewhere Entertainment, which is set to create a new narrative-based IP and franchise. Based in Warsaw, Poland, Elsewhere Entertainment's team is composed of developers who have worked on titles such as The Last of Us, Uncharted, The Witcher, Cyberpunk, Destiny, Tom Clancy's The Division, and Far Cry. The studio has full access to Activision's resources during production and development of its upcoming title.

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Activision opens new studio Elsewhere to develop triple-A franchise

Game Developer

The news comes after Activision parent company Microsoft laid off 1,900 workers and closed studios including Arkane Austin and Tango Gameworks.

Studios 241
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Bandai Namco appoints Adrien Guerra as country manager for UK and Nordics

GamesIndustry.biz

Bandai Namco has announced the appointment of Adrien Guerra as country manager for the UK and Nordics. Guerra assumed the role on April 1, 2024, and is based at the company's UK headquarters in Richmond, London. Guerra joined Bandai Namco in 2009 as marketing and communications director for the France-Benelux region, and previously worked for Electronic Arts as senior international marketing manager from 2004 to 2009.

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Studio Wildcard says layoff of 6 developers 'will not impact development schedule'

Game Developer

Ark: Survival Evolved developer says it "reduced" the roles of 6 employees, and that it does not anticipate any further layoffs in 2024.

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Develop:Star Awards 2024 finalists announced

GamesIndustry.biz

The nominees for the Develop:Star Awards 2024 have been announced, with Larian, Remedy, and Sony Interactive Entertainment tied for the most nominations. The studios have six nominations across 22 categories for Baldur's Gate 3, Alan Wake 2, and Marvel's Spider-Man 2. All three games are up for Best Game, alongside Balatro, Helldivers 2, and Dave the Diver.

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Ubisoft wants to extract more cash from €120 billion live service market

Game Developer

'The objective is to expand our footprint in this dynamic market.

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GameSquare launches Faze Media

GamesIndustry.biz

GameSquare has unveiled Faze Media, a creator-focused IP and media firm. The multimedia company aims to expand the licensing and sponsorship opportunities for the Faze Clan brand. Faze Media will be overseen by CEO Richard Bengston. He was a co-founder of the Faze Clan esports outfit.

Media 99
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Remedy CFO Terhi Kauppi is departing the studio

Game Developer

The Alan Wake and Control developer is currently searching for a replacement.

Studios 208
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I got distracted and built a Physically-Based Renderer

Harold Serrano

I was completely immersed in rewriting my game engine when I stumbled upon these captivating images. The author experimented with the properties of various metals and demonstrated how to create them in a Physically-Based Renderer through renderings. They looked so cool that made me wonder if I could build a Physically-Based Renderer myself and render these metals.

Render 72
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Payday 3 rescue mission 'Operation Medic Bag' will prioritize new features over DLC

Game Developer

Developer Starbreeze feels players are already responding to its rehabilitation efforts.

Feature 189
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As Square Enix changes it’s strategy from focusing on one platform to aiming for multi-platform releases, I wonder- how much effort does it take to do multiplatform dev from the start versus porting to them later? And even then- how long DOES it take / cost to make to make a port from a comparative platform like say, PS5 to Xbox Series? Is there a way you can use your experience in the industry to guess an average, or is it completely different from game to game and you can’t make any estimations without WAY more data? I guess I’m just curious why SquareEnix released 15 for all formats to greater sales than either XVI or VIIremakes, but still decided to go PS first, others way later down the line.

Ask a Game Dev

The good news is that the PS5 and the XSX aren't too far away from each other in terms of hardware power and architecture. Further, developing on XSX also mostly works out of the box with DirectX, which means it is easy to also get the game running on PC. It's relatively easy to build a game out of a generic system and task our engine programmers with getting that generic system working on each of our target platforms.

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Sherman Commander - Get in the tank!

Indie DB

Buckle up! We're about to take you on an exclusive tour!

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[From the industry] Stars of Red Dead Redemption 2 and Final Fantasy VII Rebirth to host Future Games Show Summer Showcase

Game Development News

The Future Games Show returns on Saturday, June 8 at 12pm PT, 3pm ET and 8pm BST. The show will be broadcast on Twitch, YouTube, X, Facebook, TikTok, GamesRadar, BiliBili and more.

Fantasy 52
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Mitigating Software Security and Compliance Risks in QA

Rocket Brush Studio

Integrate security and compliance into your software testing to ensure it's functional, secure, and compliant. Read our blog for more information.

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Portal is proudly sponsoring this year’s MCV/DEVELOP Awards

Game Development News

The creative marketing agency from down Horsham way – yes, that would be Portal Studio – is thrilled to be among the sponsors of this year’s MCV/DEVELOP Awards.

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I have a question about the 3D tutorial code

Cocos

You can check “Complete PlayerController” from the following link ttps://docs.cocos.com/creator/manual/en/getting-started/first-game/#complete-playercontroller However, I get an error when I use this code. I think the end of the source code should be “;” or omitted. However, “.” but some of them don’t give an error. number type might be better. Is this possible that the version of TypeScript changes depending on the version of cocose and there is no problem?

Code 52
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Final Boss: Rachel Rakowski, Global Head of Gaming at We Are Social 

Game Development News

Every issue of MCV/DEVELOP magazine is wrapped up by an industry leader. For the April-May issue we spoke to Rachel Rakowski, global head of gaming at We Are Social What is your greatest achievement? My greatest personal achievement is succeeding in my mission to become a leader in the gaming industry.

Games 52
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Creator 3.8.3 simulator display size

Cocos

ChatGPT In creator 3.8.3, after creating a HelloWorld project, no matter how I adjust the Design Width and Design Height in Project Settings, the Simulator always displays in landscape mode. How can I correctly adjust the size of the simulator? Thank you.

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[From the Industry] Develop:Star Awards 2024 finalists announced as industry vote opens

Game Development News

Tandem Events have today announced the finalists for the Develop:Star Awards 2024, with the winners to be selected by an industry vote open to previous Develop:Brighton attendees. The vote is open now and closes on Friday 31 May.

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Low fps motionStreak bugs on position, is there a workaround?

Cocos

I’m on Cocos 2.4.8 and trying to use a motionStreak, the ideia is to move a motion node through 5 points (i’m using nodes to get positions), when i’m on 60 fps, it works fine, but if i drop the fps to 10-15 it starts to ignore the points on screen and go all crazy. Here’s a basic code to what i’m doing: private particleTween(): void { const tween = cc.tween().to(0.1, { position: this.pivots[1].position }).to(0.1, { position: this.pivots[2].position }).to(0.1, { position: this.pivots[3].position

FPS 52
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Inside the Developer’s Studio – Crafting Mobile Magic

Starloop Studios

Mobile game development is a complicated process that requires a skilled, knowledgeable, and collaborative team. All of these are needed to create high-quality mobile titles. At Starloop Studios as part of the Magic Media team, we’ve had the opportunity to work on a diverse range of mobile game development projects in our [.] The post Inside the Developer’s Studio – Crafting Mobile Magic appeared first on Starloop Studios.

Mobile 52
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Low fps motionStreak bugs on position, is there a workaround?

Cocos

I’m on Cocos 2.4.8 and trying to use a motionStreak, the ideia is to move a motion node through 5 points (i’m using nodes to get positions), when i’m on 60 fps, it works fine, but if i drop the fps to 10-15 it starts to ignore the points on screen and go all crazy. Here’s a basic code to what i’m doing: private particleTween(): void { const tween = cc.tween().to(0.1, { position: this.pivots[1].position }).to(0.1, { position: this.pivots[2].position }).to(0.1, {.

FPS 52
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Michael Blaker’s Translation Necessary Thursday: “Reborn as a Space Mercenary Volume 01”

Game Industry News

Hey all, I’m back with the first entry in a sci-fi Isekai light novel series for this week’s Translation Necessary Thursday. It’s “Reborn as a Space Mercenary Volume 01” by Ryuto. Plot: The plot starts off by introducing the main character, a man in his twenties named Satou who has an ordinary life and a job. He likes to play the video game Stella Online.

Games 40