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A couple of weeks ago, I listed my success criteria as they relate to "player powered" games: aka "Immersive Simulations." This week, I talk about the first, and maybe most important of those criteria: Player Empowerment.
One of the reasons why hyper-casual games are so popular is due to how quick and easy they are to make. Simple controls, artwork, and game design make it easy for any developer to pick up. But hyper-casual isn’t the only way to go. There are other ways to build a game on a budget. One way is narrative. We’ve talked a lot about how to add new layers to your games by simply layering in a story.
Game tech has come a long way since Unity’s inception 18 years ago. It’s being used by a wider array of creators for a more diverse spread of projects than ever before, in tandem with the gaming medium’s tremendous increase in breadth as well as scale. As such, the Unity engine has had to continually evolve, both setting and supporting trends in the game dev space.
Godot 4.0 has been in beta for over two months , and the overall feature completeness, stability and usability have improved a lot during that time. We initially had beta snapshots every other week, and now we've decided to accelerate the cadence to release a new snapshot every week, to get even faster feedback on our bugfixes, and the potential regressions they may introduce.
HERE THERE BE SPOILERS. While intellectually I knew that the backstories for Rok and Jankom Pog weren’t going to be full of sunshine and rainbows, Prodigy once again startled me with just how dark Rok’s story really was. Jankom’s was more existentially terrifying, but it was no less tragic. In the sixteenth episode of season one, Prodigy doesn’t shy away from the themes it wants to develop, which I knew, but I really wasn’t quite prepared for what “ Preludes ” had in store.
The annual Game Awards ceremony took place night last night, and as always, the parade of celebrities dishing out the accolades was broken up by many game reveals, release date announcements and world premieres. One of the biggest reveals of the night was confirmation of Hades 2 , a follow-up to Supergiant Games' critically-acclaimed 2018 roguelike.
When planning a software project, the common question is, “Where do we start testing?” Before initiating any QA process, it’s necessary to define the scope of the test, and have a good understanding of the overall strategy. The test plan and test strategy play different roles in the SDLC, and it's important to have a clear understanding of the difference between the two.
When planning a software project, the common question is, “Where do we start testing?” Before initiating any QA process, it’s necessary to define the scope of the test, and have a good understanding of the overall strategy. The test plan and test strategy play different roles in the SDLC, and it's important to have a clear understanding of the difference between the two.
In data.ai and Deconstructor of Fun’s latest collaborative report, we dive deep into a comprehensive analysis of the mobile gaming sector and which genres are defying the economic slowdown. You can access the interactive charts and download the full report here. After soaring to new heights during the lockdowns, mobile gaming got hit by platform privacy changes and an overall decrease in engagement as the world opened up again.
Monetisation isn’t really a topic that gets most gamers’ blood pumping – at least not in a good way – but it’s the lifeblood of the games industry itself, and in the past few years, it’s been at something of an impasse. There are a number of opposing forces pushing and pulling the discussion over how to monetise video games: there’s the reality of increasing development costs, matched against the equally important reality of decreasing consumer discretio
Before deep diving into UI automation testing, let’s talk about the fundamentals of UI. The user interface is the most critical component of any web or mobile application. After all, it is by interacting with the UI that users access the core functionalities of an application.
ZA/UM partner and Disco Elysium producer Kaur Kender has withdrawn a lawsuit against Tütreke, the company's majority shareholder. News of Kender's lawsuit surfaced last month, claiming that ZA/UM CEO Ilmar Kompus had "cheated" him out of €1 million as part of a larger plot to acquire control of the studio. ZA/UM tells GamesIndustry.biz that Kender's claims will not move forward in Estonia courts, and provided a statement from Kompus.
CG Spectrum's Dept. Head of VFX Daniel Hourigan ( Aquaman , The Hunger Games: Mockingjay , Terminator: Dark Fate ) takes us through how he built his KitBash3D Mission to Minerva settlement in Houdini, detailing key steps from his recent informative livestreams, including a great workaround for creating a fast rendering volumetric glow. Plus, we reveal the final shot!
Sign up for the GI Daily here to get the biggest news straight to your inbox. The Federal Trade Commission has filed a legal complaint in an attempt to block Microsof'ts proposed $68.7 billion acquisition of Activision Blizzard. The Commission says the deal, if approved would "enable Microsoft to suppress competitors to its Xbox gaming consoles and its rapidly growing subscription content and cloud-gaming business.
About a month or so ago, Marvel Snap was launched. At first, I was very skeptical: not only was this a CCG, but also it’s a mobile gacha game, but ALSO it’s some Marvel IP thing? The odds were not looking good for me! However, I quickly noticed that this was not your average mobile card game. And almost all of the things that make it “not your average mobile card game” are good old fashioned game design: bold, systemic decisions made surrounding the ruleset.
Catching 80% of their bugs. One of the main reasons that Splitting Point integrated GameAnalytics was because of our bug-tracking capabilities through our error reporting dashboard. This was particularly important to the studio as the Roblox platform is extremely fast-paced. They would be updating their game every week, and finish the changes two hours before the deadline.
IGN has undergone a series of layoffs, according to a number of staff and former staff on Twitter. GamesIndustry.biz understands that IGN's content, engineering, and ad sales teams have been impacted, with the number of people out of work at least in the double digits. The cuts are part of a larger restructuring across IGN parent Ziff Davis, with other business units also impacted.
QA staff at Activision Blizzard's Texas and Minnesota offices want to stop being required to hit inconsistent quotas and more transparency from management.
Obsessed with making games that people will remember for a lifetime, Halfbrick decided to convert their hit title, Fruit Ninja , into a VR game. It was a natural evolution – people apparently really enjoy slicing fruit and swinging swords. After that success, they created Fruit Ninja VR 2 – adding more features and exploration to the game. “Making a game for VR is very, very different,” said Liam Potter, one of the lead gameplay programmers on Fruit Ninja VR 2.
There was clearly something special about the making of Dead Space. The cult horror game was made by a team who would go on to form Sledgehammer Games, a development studio funded by Activision Blizzard to create Call of Duty titles. Since then, a number of Sledgehammer’s leaders have left to create their own independent studios, and when we speak to them now, it isn’t Call of Duty but Dead Space that keeps coming up.
Do you ever wonder what game you should make first? Or how to keep the development within a realistic scope? If so, keep reading this What Games Should I Make First Livecast and learn more. Laurie (Avocado Fire) joins Rick Davidson & Tim Ruswick* to talk about ideas and how to start your first game without following a tutorial and starting from scratch, along with other helpful tips.
There's a knock at the door of your apartment. By the time you get there, whoever knocked has slipped a note underneath and left. The note says 'Find E. Smith.' You recall seeing a telephone directory on a table and you look up E. Smith, revealing both their address and phone number. There's no answer when you ring, so you take a short walk to that address.
ALT Initially, transitioning to discs actually left us with too much space. Games weren’t anywhere near big enough to fill up a whole CD, but the nature of a spinning disc actually means that the outer part of the disc spins faster (and can be read faster by the laser) than the inner, so we would actually pad the disc to full with dummy data in order to get faster game data reading speed.
Hey all, I’m back with a relatively unknown game, that was notable nonetheless, for this week’s Retro Game Friday. It’s Rocket: Robot on Wheels ! Plot: The plot is pretty standard. The plucky creation of a somewhat mad genius tries to save said genius’s work when he leaves, and some of the other creations go bonkers from jealousy.
Days Gone developer Bend Studios has published a statement distancing itself from its former creative director John Garvin, saying that it "does not share his sentiment.". On Wednesday, Garvin had commented on Days Gone's disappointing launch in a now-deleted tweet ( archived here ), saying it was due to three reasons: tech issues, "reviewers who couldn’t be bothered to actually play the game," and "woke reviewers who couldn’t handle a gruff white biker looking at his date’s as
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