Mon.Jul 08, 2024

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Windows on Arm is not ready for the complexities of the PC gaming landscape

Game Developer

While a move to Arm promises users with lighter and more efficient PC hardware, the state of PC gaming on Arm has a lot of catching up to do as the developer ecosystem remains in infancy.

PC 270
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Passionate Resilience: The Rise of Pineapple on Pizza Studios with Kushal Sithlu

PreMortem.Games

They say when the student is ready, the teacher will appear. This couldn’t be truer for Kushal Sithlu , CEO of the South African studio Pineapple on Pizza. A few months into his Computer Science degree in 2018, he felt something was amiss. “I love programming, but it’s not giving me the creativity I crave,” Sithlu would admit. His turning point came in 2019 at Comic Con Africa, where he discovered a Game Design degree at Wits University’s stand.

Studios 129
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Kotaku Australia is being shuttered by Pedestrian Group

Game Developer

The Australian media company had been licensing the Kotaku brand, but has decided to rethink its business model.

Media 336
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Affinity Offer All Products FREE For 6 Months

Game From Scratch

GameFromScratch.com Affinity Offer All Products FREE For 6 Months At this point we all know that Adobe screwed up and alienated a lot of their users, with many of those users left looking for Adobe alternatives. One of the biggest alternatives to Adobe, Affinity decided to kick ’em while they were down, offering their entire suite of products 50% […] The post Affinity Offer All Products FREE For 6 Months appeared first on GameFromScratch.com.

Graphics 144
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Zenless Zone Zero launches with 50 million worldwide downloads

Game Developer

MiHoYo's third action-RPG of the 2020s got off to a great start and surpassed the previous launches of Genshin Impact and Honkai Star Rail.

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Blumhouse Games is more than a year ahead of schedule

GamesIndustry.biz

When horror movie specialist Blumhouse announced its move towards video games, it had initially planned to release its first title in 2026. Yet at Summer Games Fest last month, the Blumhouse Games team revealed it had signed six games, including one that's out this year. "We're kind of at capacity at the moment," Blumhouse Games president Zach Wood tells GamesIndustry.biz.

Horror 143
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UK publisher Kwalee takes minority stake in Devolver Digtial

Game Developer

The company claims the investment will help it expand beyond the hyper casual mobile market.

Mobile 298

More Trending

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Colossal Order delays Cities: Skylines II's console launch due to 'unresolved issues'

Game Developer

As Cities: Skylines II's one-year anniversary draws closer, the game is facing a tumultuous rehabilitation and expansion.

Console 253
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Embracer-owned studio Piranha Bytes has been shut down

GamesIndustry.biz

Embracer-owned studio Piranha Bytes has been shut down. Embracer had been seeking a buyer for the German studio, but GameStar today reported that the studio was formally shuttered at the end of June. Back in January, Piranha Bytes – which developed the Elex and Gothic franchises – acknowledged issues at the company, admitting on X/Twitter that it was "true" that the team was "in a difficult situation", but asked its players not to "write [it] off yet" as it sought a "partner" for its

Studios 129
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Piranha Bytes veterans establish indie developer Pithead Studio

Game Developer

The news comes amid rumours that Embracer has shuttered the Gothic and Risen maker.

Indy 302
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Apple approves Epic Games Store for iOS after rejecting it twice

GamesIndustry.biz

Apple has approved a notarisation submission made by Epic Games Store after twice rejecting it. While developers are now able to release software for iOS without distributing it through Apple's App Store, the company still requires it to go through a notary service. According to its developer guidelines , this system "scans software for malicious content, checks for code-signing issues, and returns the results to you quickly.

Software 135
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Respawn doubles Apex Legends' battle pass price in systemic overhaul

Game Developer

Respawn said the new battle pass pricing helps the global Apex Legends community and ensures it's 'more attainable' for everyone.

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Former Piranha Bytes devs form Pithead Studio

GamesIndustry.biz

Piranha Bytes' Björn Pankratz and Jennifer Pankratz have founded Pithead Studio. Jennifer and Bjorn Pankratz – who previously served Piranha Bytes as story and game designer and creative director, respectively – hope to "develop immersive and fantastic indie games " at their new start-up, Pithead, which was formed on July 4, 2024. Neither developer commented directly on their former employer, Embracer-owned Piranha Bytes, which is thought to have shut down at the end of June.

Studios 129
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Reworking War Robots' prize system with style and user-friendliness

Game Developer

We completely overhaul the event rewards system for the better – here’s how.

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Squad Busters One Month Later: Down, But Not Out

Deconstructor of Fun

Written by Phillip Black , Game Economist, Game Economist Consulting. Listen to Game Economist Cast for more juicy Game Economist insights. Thanks to Krishna Israney , Mishka Katkoff , and Kenneth Landen for feedback and editing! It's been about one month since Squad Busters launch—enough time for front-loaded marketing spend to subside and the immediate reality to set.

Mobile 110
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Manor Lords publisher says devs should not be "forced to run on a treadmill until their mental health breaks"

GamesIndustry.biz

The CEO of the publisher behind Manor Lords has responded to claims that the indie hit is "an interesting case study in the pitfalls of early access". Addressing the comments on LinkedIn , Hooded Horse CEO Tim Bender said that "not every game should be aimed at becoming some live-service boom or bust", and "success should not create an ever-raising bar of new growth expectations.

Indy 120
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Blender Physics Experimental Branch

Game From Scratch

GameFromScratch.com Blender Physics Experimental Branch There is an experimental branch of Blender 4.3 (currently in Alpha) that adds a physics engine, specifically the open source Bullet physics engine. This enables you to do physics based simulations inside of geometry node simulation nodes, opening up a huge world of simulation options. Details of the experimental branch […] The post Blender Physics Experimental Branch appeared first on GameFromScratch.com.

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US game spending fell 6% in May | US Monthly Charts

GamesIndustry.biz

Ghost of Tsushima has taken the top spot in Circana's US charts for May. Sucker Punch's 2020 action-adventure game jumped 70 places from its rank of 71 last month after the hitherto Sony console exclusive debuted on Steam in May. It generated a "slightly higher consumer spending total" across physical and digital game sales than runner-up Paper Mario: The Thousand-Year Door, as Nintendo does not share its digital data.

Console 114
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About Asset Bundle Errors

Cocos

Generally, upgrade projects from 3.8.2 to 3.8.3 will be very smooth, just be careful if you customize shaders based on builtin-unlit.effect. The parameters of CalculatePlanarShadowClipPos used in builtin-unlit.effect has been changed. If you encounter shader compilation errors, please check this, and it will easily be fixed by referring to the builtin-unlit.effect in the internal assets.

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Brightmine: UK games industry's gender pay gap is 17.1%

GamesIndustry.biz

The average basic salary in the UK games industry is over £8,000 higher for men than it is for women. That's according to the latest data from Brightmine, which produces salary benchmarking for video games companies. The data is based on more than 25 games businesses, and covers over 3,000 games employees. The male basic salary is £49,695, while the female basic salary is £41,174.

Data 120
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About Asset Bundle Errors

Cocos

To use an asset bundle, run BuildBundle. This looks fine, but when I press the “Confirm” button after the build is complete, I get a Notifications as if the build degree failed. However, it does not say what exactly the error is or what the cause of the error is, so I cannot solve this problem. The version of Cocos Creater is 3.8.2. I have 100 GB of free space on my PC.

Asset 52
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Ubisoft to discuss neurodiversity at the GamesIndustry.biz HR Summit

GamesIndustry.biz

Ubisoft's Pierre Escaich is the latest name to join this September's GamesIndustry.biz HR Summit in London. Escaich is the publisher's Neurodiversity Talent Program Director, and he will host a talk titled: Neurodiversity in the game industry: unlocking hidden talents. The GamesIndustry.biz HR Summit takes place September 18 at The Royal Institution in London.

Games 114
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Bannet Bulletin Ep. 3 – Introducing the Impulse Combat System (and more)

Keith Burgun

Above is an early screenshot of our combat system in the prototype for Free Tiya Bannet , which is coming along smoothly. The incredible UI art was just freshly finished by our artist, Wizbane, and oh my god I love it! Anyway, today I’m talking about our Impulse System , which is the core of the FF13-inspired combat system in Free Tiya Bannet.

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Paradox Interactive delays Cities Skylines 2 console version for a third time

GamesIndustry.biz

Paradox Interactive has once again delayed the console launch of its city builder, Cities Skylines 2. While the console release was initially intended to accompany the sequel when it debuted on PC last October, the console release was delayed – firstly to "spring 2024", and then to October 2024, a full year after its PC release. Now, Paradox has withdrawn a release window entirely, saying it has "not yet met the stability and performance targets" set for the console release.

Console 109
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A bit of a different question, but what does IT do in AAA? I feel like most game developers are pretty tech savvy.

Ask a Game Dev

While it's true that many game developers are tech savvy, there's more to IT than just keeping a workstation running. IT at game companies does the same thing that IT does at any tech company - they set up, maintain, and make decisions about tech solutions for an organization. That might mean choosing whether to use Discord or Slack, Jira or Trello, Zoom or Teams, and integrating all of the various elements into each other, like being able to launch Zoom from Slack, or integrating Slack bots to

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Levelling up healthcare: Understanding games' life-changing medical potential | Playable Futures

GamesIndustry.biz

This series of Playable Futures articles considers how the design, technology, people, and theory of video games are informing and influencing the wider world. You can find all previous Playable Futures articles here. Video games' relationship with training and simulation goes back decades. In the healthcare sector in particular, the applied gaming movement has generated all manner of training tools to guide professionals through different procedures and equipment.

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[From the industry] Sporty Group acquires Sociable Soccer

Game Development News

Sporty Group, a global sports entertainment leader, announced today the acquisition of Sociable Soccer, the brainchild of legendary game designer Jon Hare, famous for creating the Sensible Soccer franchise in the 1990s, widely regarded as one of the finest football video games of all time and still loved by millions of gamers worldwide.

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About Asset Bundle Errors

Cocos

To use an asset bundle, run BuildBundle. This looks fine, but when I press the “Confirm” button after the build is complete, I get a Notifications as if the build degree failed. However, it does not say what exactly the error is or what the cause of the error is, so I cannot solve this problem. The version of Cocos Creater is 3.8.2. I have 100 GB of free space on my PC.

Asset 52
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Shader Problem in IOS

Cocos

Hello @mr.kylin Thank you for your response. We figured out the issue was due to the custom mat4 “inTransform” itself, there is some difference in opengl and metalAPI ortho matrix, so instead of the custom code using the cocos creator code for calculating ortho matrix fixed the issue.

Shaders 40
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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.

Shaders 40
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What is the best way to integrate a Cocos Creator project into a React mobile web app?

Cocos

I think it’s related to the iframe in React. Many h5 games made with Cocos Creator integrated into app using webview are running fine. So how about checking the iframe you are using in React?

Mobile 40
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Clampf doesn't work in iOS native? (Simulator)

Cocos

@jamessimo does this.eyes is a node? If so, then Node.position is a readonly property. You can not modify it in native. As on native platforms, it returns a temple JS object, so modify the temple object can not take effect on native platforms.

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What is the best way to integrate a Cocos Creator project into a React mobile web app?

Cocos

I made a React TypeScript web game designed for mobile, which includes pages like the main menu, select character, and the core-game page. I also created a core-game project using Cocos Creator 3 and built it as a mobile web app. Then, I used an iframe to integrate the Cocos index.html file into my core-game page in React. However, I noticed that the FPS of the game is not stable and the game lags more when integrated into the React web app using an iframe compared to running it locally on the C

Mobile 40
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Clampf doesn't work in iOS native? (Simulator)

Cocos

This is my first time porting my game over to iOS. The game works and pretty much all the functions wordk. However I’ve noticed a weird problem where my characters “eyes” position are not being clamped. This is not a problem when testing on web or web-mobile. Here is the code and I highlighted the code that is not getting called it seems. But iOS simulator X code is not throwing up any error messages in regards to this code.

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What is the best way to integrate a Cocos Creator project into a React mobile web app?

Cocos

Yes, when I tested my Cocos core game on a mobile phone (without integrating it into a React web app), the game ran fine. The problem only appears when I integrate it into my React web app and run it on a mobile phone. When I run it on a PC, it still runs smoothly. I think the issue might be related to the performance of the mobile device.

Mobile 40
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What is the best way to integrate a Cocos Creator project into a React mobile web app?

Cocos

I made a React TypeScript web game designed for mobile, which includes pages like the main menu, select character, and the core-game page. I also created a core-game project using Cocos Creator 3 and built it as a mobile web app. Then, I used an iframe to integrate the Cocos index.html file into my core-game page in React. However, I noticed that the FPS of the game is not stable and the game lags more when integrated into the React web app using an iframe compared to running it locally on the C

Mobile 40
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Clampf doesn't work in iOS native? (Simulator)

Cocos

This is my first time porting my game over to iOS. The game works and pretty much all the functions wordk. However I’ve noticed a weird problem where my characters “eyes” position are not being clamped. This is not a problem when testing on web or web-mobile. Here is the code and I highlighted the code that is not getting called it seems. But iOS simulator X code is not throwing up any error messages in regards to this code.