Fri.Jun 28, 2024

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SNK opens development studio in Singapore

Game Developer

The Fatal Fury developer said it wants to become a 'top 10 global publisher' within the next decade.

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Button City by Subliminal Gaming wins the 2024 Diverse Voices, New Stories Challenge

PreMortem.Games

Games for Change , in partnership with HP and Google Play, announced the winners of the second annual Diverse Voices, New Stories Challenge at the 2024 Games for Change Festival. The challenge is an initiative to improve representation and increase visibility for underrepresented game developers in the mobile gaming industry. Four mobile games from indie studios in the U.S., Europe and Africa received awards for ‘innovative stories, highly engaging gameplay, and real-world impact’.

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Guild Wars 2's player housing pushes decorating over land grabs

Game Developer

All the fun parts of owning a home, minus the HOA fees.

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SAG-AFTRA announces fourth tier to new indie dev contract

GamesIndustry.biz

SAG-AFTRA has announced a new tier in its Independent Interactive Media Agreement. As part of this agreement, studios that have a project budget between $15 million and $30 million will benefit from union coverage, provisions against AI, and access to unionised voice actors and performers. Actors will be provided with informed consent and compensation for the use of digital replicas, and will be provided with additional payments based on the number of units sold.

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Venba, Stray Gods, A Highland Song honored at 2024 Games for Change Awards

Game Developer

Games for Change aims to celebrate and empower those developers driving real-world change.

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Even hardcore audiences love DLC – when it's done right | Opinion

GamesIndustry.biz

Bethesda's $2.50 horse armour DLC for Oblivion turns 18 this year – a realisation which made me feel like I was about to spontaneously crumble to dust and be blown away on a breeze. There's an entire generation of gamers to whom it would be very challenging to explain why the launch of this seemingly innocuous add-on was such a pivotal moment for the industry's development; why for the best part of a decade afterwards, an eye-roll and a snorted exclamation of "horse armour!

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The benefits of working remotely | GI Sprint

GamesIndustry.biz

During the pandemic, studios quickly adapted to working remotely. This way of operating seems to have stuck, with many studios opting to stay fully remote rather than returning to the office. Two developers that have adopted this way of work are Bossa Studios and FuturLab, both based in the UK with employees working remotely worldwide. Speaking to GamesIndustry.biz for GI Sprint , Bossa co-founder and CEO Henrique Olifiers and FuturLab head of production Toby Adam-Smith discuss the benefits of w

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Fixing Godot 4.x UI Lag

Game From Scratch

GameFromScratch.com Fixing Godot 4.x UI Lag Do you ever get the feeling the Godot 4.x is simply more sluggish than Godot 3.x was? Well, you’re not alone! Kenney on KenneyNL fame made the following tweet: This is certainly something I had noticed at a subconscious level, but I hadn’t realized how profound the performance difference actually […] The post Fixing Godot 4.x UI Lag appeared first on GameFromScratch.com.

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YouTube demonetises DrDisrespect's channel "following serious allegations" against streamer

GamesIndustry.biz

Streamer and influencer Guy 'DrDisrespect' Beahm continues to lose partners and support in the wake of allegations concerning his ban from Twitch, with YouTube now preventing him from earning money via his channel. In a statement issued to Kotaku , a YouTube spokesperson said the platform has "suspended monetisation on DrDisrespect's channel for violating our Creator Responsibility policy.

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Godot Community Poll 2024

Mircosoft Game Dev

We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you.

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Don't Nod delays new IP Lost Records to avoid clash with next Life Is Strange

GamesIndustry.biz

Don't Nod has pushed the launch of its upcoming new IP Lost Records: Bloom & Rage in order to avoid clashing with the next instalment of Life Is Strange – which was originally developed by Don't Nod. In a press release, the company said Lost Records had been delayed from a 'late 2024' window to 'early 2025' following "an in-depth assessment of recent trends and developments in the industry.

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3D Model Problem

Cocos

HI every one. I have a 3d Model Character. It work fine on other engine like Unity but i have a problem in Cocos Creator 3.8.3. My 3d model animation work fine in preview. But when i put it in scene and run, It’s have a mistake of render at the teeth and neck of character like the picture below. The teeth can see through the neck. I use baked animation but it just a little help.

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Thunderful Group sells all distribution businesses to Bergsala NDP

GamesIndustry.biz

Thunderful's restructuring continues as the group divests all of its distribution businesses to become a "pure-play games company," with a newly-incorporated iteration of Bergsala picking up the affected subsidiaries. Bergsala NDP AB has acquired Amo Toys, Bergsala Aktiebolag, Thunderful 1 and Thunderful Solutions from the group. The deal was announced to shareholders and investors on May 21, and has been completed today.

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I remember watching a documentary on the development of Jedi: Fallen Order and seeing a part where they are focusing on a stable build. They apparently had 1,000+ bugs they needed squashed to accomplish this. As a gamer, this seems like an unrealistic amount. Is it? How is it possible they were able to not only introduce, but also find that many bugs? Even for a studio that’s a subsidiary of Electronic Arts, I can’t imagine the Quality Assurance team finding even over 100. Sorry for the longer question, but this always blew my mind. Thanks!

Ask a Game Dev

How do they find that many bugs? Consider - in AAA games, we bring on entire teams of QA to test every day during production. Imagine 50 testers each find only five bugs a day from a full eight hours of testing. That's logging a combined 250 bugs daily. In a week, you've got 1,250 bugs. After a month, that's 5,000 bugs. A year would be 60,000 bugs. Most testers can find more than five in a day, especially early in development.

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OV Entertainment's quest to unite Latin American games firms begins with Kokku, 3OGS acquisitions

GamesIndustry.biz

The newly-formed OV Entertainment Group has made its first two acquisitions: Brazilian developer Kokku and Argentinian tools and tech specialist 3OGS. Both were acquired for an undisclosed sum and form the basis of a group that aims to unite Latin American games companies in order to accelerate their growth and give them access to resources they would otherwise be unable to reach.

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How to Choose the Right Game Testing Partner for Quality Assurance 

iXie gaming

Quality assurance (QA) is essential for a game’s success. Releasing a game with bugs frustrates players, leads to negative reviews, and can result in lost sales. Outsourcing Game QA to experts can make a big difference. These professionals are skilled at finding and fixing bugs, providing an objective perspective, and using rigorous testing methods.

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Gaming for Non-Gamers: Tips for Joining the Community

Game Wisdom

Gaming for Non-Gamers: Tips for Joining the Community Josh Bycer josh@game-wisdom.com Since the 70s, video games have exploded in popularity with no end in sight. As millions of people around the world enjoy video games, what’s keeping you from being one of them? If you’ve never picked up a video game … The post Gaming for Non-Gamers: Tips for Joining the Community appeared first on Game Wisdom.

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5 Major Stages of Game Testing 

iXie gaming

Testing is crucial in game developmen t because even a small bug can lead to negative reviews, lost sales, and a damaged reputation. At iXie, we know the importance of thorough testing. We’ve built expert QA teams and developed our own tools to handle game testing challenges effectively. Our careful, multi-stage approach ensures that every game we test is polished and seamless, providing a great experience for players.

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A Double Review of Jusant and Thirsty Suitors

Game Wisdom

A Double Review of Jusant and Thirsty Suitors Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" This is a double review of the games Jusant and Thirsty Suitors played with a press key and retail key respectively. 0:00 Intro 00:22 Jusant 3:27 Thirsty Suitors … The post A Double Review of Jusant and Thirsty Suitors appeared first on Game Wisdom.

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Top Tools and Software for Creating Visual FX in Games

iXie gaming

Visual effects (VFX) are essential for making gaming experiences immersive and exciting. They include everything from 2D particle effects to realistic 3D simulations. Today’s VFX artists use advanced tools to create real-time particle systems, complex simulations, and stunning visuals that captivate players. However, keeping up with the latest technology can be challenging.

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Best Steam Next Fest 2024 Demos

Game Wisdom

Best Steam Next Fest 2024 Demos Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" The first part of my coverage of steam next fest June 2024 looking at upcoming and updated demos of games.… The post Best Steam Next Fest 2024 Demos appeared first on Game Wisdom.

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Android ANR Issue

Cocos

Hello, friends. Today, I’ve brought up a chronic issue we’re facing. We’ve been trying to resolve it on our own, but it seems quite challenging. First, let me outline our development environment: Cocos Creator Version: 3.8.1 Target SDK: 33 We’re currently using these for our game. We’ve been experiencing frequent ANRs (Application Not Responding) while our game is live.

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Announcing Stars Reach

Raph Koster

I t’s been years of work, and we are far from done, but I am super happy to finally reveal what I have been working on at Playable Worlds: Stars Reach. This is the game I have wanted to make for nearly thirty years. It is the spiritual sequel to Ultima Online and to Star Wars Galaxies. It has in it all the lessons of all these decades of online game development — and it looks forward, not back, to reinvent what an online world can be.

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Shader Problem in IOS

Cocos

I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm: line 904 17:49:37 [ERROR]: Sampler binding cc_spriteTexture at set 2 binding 12 is not bounded.

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