Wed.Feb 12, 2025

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Crytek laying off 15 percent of workforce and placing Crysis 4 on hiatus

Game Developer

The company intends to focus on expanding extraction shooter Hunt: Showdown 1896.

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PlayCanvas 2.5 Released

Game From Scratch

GameFromScratch.com PlayCanvas 2.5 Released PlayCanvas is a popular 2D/3D game engine with a full editing environment for creating WebGL accelerated high performance games. PlayCanvas has a proprietary online 3D editor built on top of an open-source game development framework. We have long followed the progress of the PlayCanvas engine, including this multi-part creating your The post PlayCanvas 2.5 Released appeared first on GameFromScratch.com.

Editing 81
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Trending Sources

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Jumpship co-founder Dino Patti reacquires studio from Thunderful

Game Developer

The news comes with Thunderful attempting to reduce costs after admitting it made some 'over-investments.

Studios 283
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VR Storytelling in Games

Played with Fire

Why VR Storytelling Still Falls Short VR creates immersive experiences , but VR storytelling often lags behind. While players can step inside virtual worlds , many VR games fail to deliver engaging narratives. Why? 1⃣ Short Play Sessions Limit Deep Narratives Most VR players engage in 30-60 minute sessions , much shorter than traditional gaming.

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Ex-Activision Blizzard head Bobby Kotick calls Bizarre acquisition a 'bad, expensive lesson'

Game Developer

According to Kotick, buying the Project Gotham Racing studio back in 2007 'violated all our principles.

Racing 271
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Jumpship co-founder reacquires studio from Thunderful

GamesIndustry.biz

Jumpship co-founder Dino Patti has reacquired the studio following layoffs at Thunderful last November , in addition to obtaining shares in Viewfinder developer Sad Owl Studios.

Studios 120
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Alan Wake 2 becomes profitable and Control sequel enters full production

Game Developer

'Growing and expanding the two franchises will be a key part of our future.

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More Trending

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Microsoft Gaming's franchise exec becomes new studio head for Minecraft dev Mojang

Game Developer

Kayleen Walters is taking over as Mojang's new studio head, and will remain as Microsoft Gaming's franchise VP.

Studios 163
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Remedy revenues rise 49% during FY24, Alan Wake 2 recoups development costs

GamesIndustry.biz

Remedy has published its financial results for the fiscal year, reporting major growth in revenue and decreases in operating losses compared to the same period last year.

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Game taking a lot of time to load

Cocos

I have around 140 anim files of around 12kb each, 10 prefabs of around 1.15mb in total, 7 audio of 1.66mb in total, fonts of 154kb in total and texture of 16mb in total in my cocos game which is preloading from a package on 4G network, and it takes around 5-10 min to load over browser. This is complete 1 package which am loading, named as FightPkg and has total size of 22.3 MB.

Texture 40
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Crytek cuts 15% of workforce, Crysis 4 put on hold

GamesIndustry.biz

German developer Crytek has announced it is cutting its workforce by 15%, affecting around 60 employees on its development and shared services teams.

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Bug cache source code after build android CC 2.4.14

Cocos

Hi everyone I have a file named index.123.js in the assets/main directory. After the first build, everything is fine, but on the next build, the file is updated to index.456.js. However, when I run the project in Android Studio on a mobile device, Logcat still shows logs related to index.123.js. If I click Clean Project and then Rebuild Project , the project will run with the latest index file, but this process takes too much time. im using CC 2.4.

Build 40
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Relic Entertainment outlines new business strategy

GamesIndustry.biz

Relic Entertainment has begun implementing its new business strategy after it became independent from Sega in March 2024.

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Anvil Empires - Devblog 21

Indie DB

Read about communication tools, new content, and other key changes coming in the next update.

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Microsoft Gaming VP Kayleen Walters appointed head of Mojang

GamesIndustry.biz

Microsoft Gaming VP Kayleen Walters has been appointed head of Mojang Studios.

Studios 61
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Security Vulnerabilities and Compliance: The QA Connection

Rocket Brush Studio

Neglecting quality assurance leads to security compliance risks that result in financial and reputational damage. QASource helps businesses identify and mitigate risks through thorough testing. Investing in QA ensures regulatory adherence and data protection.

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The Importance of Budgeting in Pre-Production

Filmustage

Get ready to explore the world of film budgeting, where every dollar counts and success hinges on smart financial planning! Whether you do or don't have experience in filmmaking, understanding the basics of budgeting can make the difference between a blockbuster moment and a production nightmare. In a world where creative vision meets financial reality, proper budget planning is the cornerstone of successful filmmaking.

Film 52
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Frame Drop Issue on Web Platform in Cocos Creator 3.8.3 or Later Versions

Cocos

The issue occurs on my computer, which has been feedback to engineer to fix it.

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Balancing Flexibility and Deadlines in Film Scheduling

Filmustage

In a world where 85% of productions face scheduling hurdles, an effective production schedule stands as the unsung hero of successful filmmaking. From blockbuster moments to complex tasks, productions with flexible timelines prove their worth, completing shoots three times faster than their rigid counterparts. The stakes? They're as impressive as any on-screen presence - weather delays alone can cost studios up to $500,000 per day.

Film 52
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Eternal Strands Review

Game Wisdom

Eternal Strands Review Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" This is a review of Eternal Strands played with a press key provided by the publisher.… The post Eternal Strands Review appeared first on Game Wisdom.

Games 52
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Physics System Was Broken

Harold Serrano

The Physics System in my game engine was broken; more specifically, Torque. This was causing my 3D model to rotate in a funny way.

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Why Project Thea?

Muha Games

In this dev diary, we’ll talk a little more about how Project Thea came to life, why its not Thea 3, and why we chose to go down the path of a spin-off. Well also explore some key differences and similarities between Project Thea and the previous Thea games.

Dev 52
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How I Balance Game Engine Development with Other Responsibilities

Harold Serrano

In this video, I share what I do to balance game engine development and my other responsibilities. It is something that I've been doing for a while but never really paid attention to it. It has helped me work on my game engine. Thanks for watching.

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Bug with Cocos2dxJavascriptJavaBridge.evalString cc 2.4.14

Cocos

I try to use this code in android studio but i get this log on Logcat app.runOnGLThread(new Runnable() { @Override public void run() { Log.d("testtesst","12354"); Cocos2dxJavascriptJavaBridge.evalString("cc.log("JavaScript Java bridge!

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Gamer Deep Lore, Exhibit #5. Star Fleet Battles.

The Bottom Feeder

The chits to the right are what the game looks like when played. Each tiny ship counter unfolds into a glorious flower of detail. One of my favorite board games as a young was Star Fleet Battles, an intensely complex and detailed simulation spaceship vs. spaceship combat in the world of Star Trek. It was one of the glorious peaks of 80s grognard gaming madness.

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2.4.13 loadBundle wouldn't auto search for version without passing in version

Cocos

When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?

Bug 40
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Why did SWTOR get shuffled to a different developer if it was apparently Bioware’s most steady source of income for the better part of the last decade?

Ask a Game Dev

SWTOR wasn't really treated as a true "Bioware" project for the longest time. First, a little history. The original Bioware studio in Edmonton was the one responsible for the "modern" Bioware titles - Neverwinter, Jade Empire, Dragon Age, and Mass Effect. SWTOR was primarily built by a separate studio in Austin with a separate org chart. The only thing that really tied SWTOR's early development to Bioware was the name on the studio and the general style of game it was.

Dev 59
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2.4.13 loadBundle wouldn't auto search for version without passing in version

Cocos

When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?

Bug 40
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I Simplified Game Physics. Here’s How!

Harold Serrano

In this video I show how simple I've made my engine to use. Users don't have to deal with computing a desired velocity, computing forces and then applying that to the physics system. Instead, the engine has a steering system, which under the hood computes the velocity and forces, thus making it more intuitive for users to use. All you have to do, is provide a target position, and the engine will generate the force required.

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I am having problems using parallel 1 node and node component Opacity

Cocos

zxcvbnmasd123: tween(nodeV).sequence( tween().parallel(tween().to(0.5, { scale: new Vec3(2, 2, 2) }, { easing: sineOut }), tween().to(0.5, { opacity: 0 })), tween().call(() => { nodeV.active = false; }), tween().call(() => { this.node.active = true; }), ).start(); What is the version of Cocos?

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I am having problems using parallel 1 node and node component Opacity

Cocos

tween(nodeV).sequence( tween().parallel(tween().to(0.5, { scale: new Vec3(2, 2, 2) }, { easing: sineOut }), tween().to(0.5, { opacity: 0 })), tween().call(() => { nodeV.active = false; }), tween().call(() => { this.node.active = true; }), ).

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I am having problems using parallel 1 node and node component Opacity

Cocos

tween(nodeV).sequence( tween().parallel(tween().to(0.5, { scale: new Vec3(2, 2, 2) }, { easing: sineOut }), tween().to(0.5, { opacity: 0 })), tween().call(() => { nodeV.active = false; }), tween().call(() => { this.node.active = true; }), ).

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2.4.13 loadBundle wouldn't auto search for version without passing in version

Cocos

When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?

Bug 40
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Problem with Cocos2dxJavascriptJavaBridge.evalString cc 2.4.14

Cocos

I try to use this code in android studio but i get this log on Logcat app.runOnGLThread(new Runnable() { @Override public void run() { Log.d("testtesst","12354"); Cocos2dxJavascriptJavaBridge.evalString("cc.log("JavaScript Java bridge!

Code 40