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Microsoft's results for the final quarter of its financial year are in, showing continued growth in overall gaming revenue while Xbox console sales once again decline. The acquisition of Activision Blizzard was cited as a key factor in the growth recorded, with revenue from Call of Duty and the publisher's other properties now converted from third party to first party.
Bungie is laying off 220 developers. That's 17% of its overall headcount. Bungie boss Pete Parsons says the cuts are needed "to make substantial changes to our cost structure and focus development efforts entirely on Destiny and Marathon." "This morning, I’m sharing with all of you some of the most difficult changes we’ve ever had to make as a studio," Parsons wrote in a statement posted to the studios' official website.
The long-running and historic partnership between Nintendo and Sega to create Olympics video games reportedly ended in 2020 when the event's organisers sought opportunities elsewhere. Lee Cocker, who served as executive producer on multiple Mario & Sonic Olympics titles, told Eurogamer the International Olympics Committee allowed the licensing deal to lapse as it "wanted to look at other partners and NFTs and esports.
'Survive until 2025.' The phrase still echoes around the games industry as it faces ongoing layoffs and studio closures. At Develop:Brighton this year, GamesIndustry.biz invited an array of developers, studio heads, managers, and more to share their advice on how to endure the turbulent times we're experiencing. Here's what they had to say: CCP CEO Hilmar Veigar Pétursson kicked things off by sharing a survival story from the Eve Online developer's early years, which still applies to those
'Survive until 2025.' The phrase still echoes around the games industry as it faces ongoing layoffs and studio closures. At Develop:Brighton this year, GamesIndustry.biz invited an array of developers, studio heads, managers, and more to share their advice on how to endure the turbulent times we're experiencing. Here's what they had to say: CCP CEO Hilmar Veigar Pétursson kicked things off by sharing a survival story from the Eve Online developer's early years, which still applies to those
Developers who have created games for Apple Arcade are "unhappy", according to a new report. Mobilegamer.biz asserts that studios have reported issues with getting timely responses from the Apple Arcade team, poor tech support, and problems with discoverability. One indie developer alleged that they had to wait up to six months to get paid, "which almost put them out of business".
The Kids Online Safety Act and the Children and Teens' Online Privacy Protection Act passed in the US Senate yesterday, potentially bringing significant changes to online platforms if the bills get approved by the House of Representatives. Both bills would apply to games platforms, aim at protecting children online, and were approved in a bipartisan 91-3 vote.
Warner Bros has hired Yves Lachance to lead its Montreal games studio, appointing him video president and studio head for the developer. He will lead the management for all disciplines across the studio, as well as working closely with Warner's publishing teams and other internal studios. He will report to WB Games' senior vice president for production and studios Ben Bell.
Video games have the ability to transport users to another place and time. The indie game that does this especially well is A Space for the Unbound by Mojiken Studio. It takes players back to the 90s, to a small town in rural Indonesia. There, a high school student struggles with everyday life and the fact that he has magical powers. “It’s a tribute to the time we grew up in and serves as a time capsule for that period”, says Dimas Novan, Director and Art Director of A Space for the Unbound.
Shaders are specialized programs that run on the GPU that manipulate rays, pixels, vertices, and textures to achieve unique visual effects. With shaders, you. Shaders are specialized programs that run on the GPU that manipulate rays, pixels, vertices, and textures to achieve unique visual effects. With shaders, you can add creative expression and realism to the rendered image.
Devcom Developer Conference is offering 200 sessions from over 250 speakers when the conference kicks off on August 19 at the new Confex Conference Center at the Koelmesse. Confirmed speakers include Larian Studios' cinematic director, Jason Latino, Sony Santa Monica's game director Mihir Sheth, and Stéphane Roy, Former Vice President & Studio Head at WB Games Montreal.
Electronic Arts published its financials results for the first quarter of FY2025. Despite a decline across key metrics, the company said results were above its expectations, and is looking ahead to a promising Q2 following the successful release of EA Sports College Football 25, among others. For three months ended June 30, 2024: EA's net bookings declined 20% compared to the same period in the previous year, mostly due to a drop in full game sales (down 58% year-on-year).
GameFromScratch.com Godot, Unity and Unreal Engine Blender Add-On Review As part of the Blender Markets Essential Game Modding Toolkit Humble Bundle, today we are looking at three of the game engine related add-ons available in the bundle. These include Blender to Unity, Blender to Unreal as well as the Blender to Godot 4 Pipeline add-on. Blender to Unity Blender-to-Unity is […] The post Godot, Unity and Unreal Engine Blender Add-On Review appeared first on GameFromScratch.com.
Former Unity and Scopely developers have banded together to form Outer Haven Games. The team – which is based in California, USA, and consists of founders Austin Ashcraft, Stephen Fong, and Chuck Beaver, who lead on product, business, and creative, respectively – is already working on an "anime-inspired RPG" called Techno Infierno. The team is rounded out by Kevin Cullen and Eric Ackerman, who both join Beaver in the creative team.
Please check the example of dragonbone which will show you how to use replaceSlotDisplay correctly, here is the link: cocos-test-projects/assets/cases/middleware/dragonbones at v3.
Many large studios have internship programs - I believe EA, Riot, Activision, Microsoft, Ubisoft, and Take Two all have internship programs. When we're thinking about what kind of tasks we assign interns, there are some constraints that we must consider: Interns are entry level in terms of skill Interns are limited in how much time they have to give to the project - a summer intern won't be around after the summer ends, a part-time intern will only be available a certain number of hours a week B
I have followed the manual as it is and built this the other functionalities are working like playing around display index etc, but not this. please help me out.
L ong-time blog readers may recall that I have posted about my standard “vision exercise” before. It’s a simple four question exercise you can use to think through what your game is about: What is the game system about? What is the game’s experience about? What is the player’s goal (in the system)? What is the player’s goal (in the experience)?
I have followed the manual as it is and built this the other functionalities are working like playing around display index etc, but not this. please help me out.
I have followed the manual as it is and built this the other functionalities are working like playing around display index etc, but not this. please help me out.
Hi, I’ve just imported a simple mesh from Blender to Creator 3.83 It displayed with a missing surface at the nearest side to viewer’s eyes. (Both in Editor & Web preview) Is it because the mesh is concave? Please tell me how to fix this for other concave meshes? Thanks so much!
Thanks so much! Culling is the keyword for this problem. I changed this property & the mesh was rendered correctly I wonder why material “builtin standard” doesn’t support this natively but need to set manually?
Yes. I’ve tested this on multiple mobile devices and have gotten it to work in the past, so I’m perplexed why it doesn’t now. I also tested the example’s DeviceMotionCtrl code in both v2.0.10 and v1.10 which I migrated from earlier.
Hi. Is it possible to use Cocos Creator to create Playable Ads? I saw that there is two assets in the store (PlayableAds and SmartAd Playabs Ads Pack Tool) that are supposed to do that but honestly I haven’t succeded with them. Even if the single html is generated it doesn’t pass through the loading screen afterwards. There is any other solution for that?
Hi, My game has a lot of PNGs and some fullscreen ( 1920x 1080 ) animations. Not all of it is shown all the time. I have created atlases and SpriteSheets. I have tried both a plist from TexturePacker and a.pac from Cocos’s auto-atlas. During, loading, I am loading some of the assets from an assetBundle ( the atlases ). However whenever I load an atlas, it loads all its contents to the memory even before a SpriteFrame is set to a Sprite.
In Cocos Creator 3.8.3, I have a spine asset which consist of one spine.atlas file, one spine.png file and multiple json files like spine1.json, spine2.json and spine3.json. I am encountering error when importing the spine asset due to cocos editor tries to find spine1.atlas, spine2.atlas and spine3.atlas. I was able to do this in cocos 2.4 by altering spine-meta.js in the engine but I wasn’t able to locate the same file or its counterpart in 3.8.3.
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