article thumbnail

Is it common for Gameplay Programmers to also work in other areas (rendering, engine, tools, etc) while on the same project? Why does that happen?

Ask a Game Dev

Usually, you want a subject matter expert to handle issues with the subject - an engine programmer to work on the engine, a rendering programmer to work on the renderer, and so on. It happens on occasion, but not super often. You may have surmised, based on that last example, why such a thing might happen.

Render 52
article thumbnail

SAG-AFTRA is ready to strike if game companies don't "come to the table with a deal" to protect jobs against AI

GamesIndustry.biz

The SAG-AFTRA National Board has unanimously agreed to permit its chief negotiator to call an immediate strike at will in a bid to protect voice actors fighting for job security as more and more studios explore generative AI.

AI 134
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

Systems: These handle the logic, such as rendering, animations, or physics calculations. I’ve always believed that developers shouldn’t have to fight with the tools—they should just work. Components: The data attached to entities, like meshes, physics, or animations. With the new API, everything is intuitive and consistent.

article thumbnail

COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Specifically there are some performance implications of rendering a world from a far out zoom level, and also loading of content becomes a bit more complicated when you can transition quickly between the different worlds.” Cocoon’s development journey spanned a challenging 6.5

Puzzle 257
article thumbnail

new Quake map: "Taught By Thirst" for Remix Jam

Radiator Blog

They are still key areas for gameplay with major fights. To honor the map's nonlinear multiplayer heritage, I try to support multiple nonlinear solutions since you can improvise different routes / tackle fights in different orders: Snipe the Spawns from the bridge, maybe with Lightning or Grenades (expensive) or with all your shotgun ammo.

Fighting 234
article thumbnail

Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

One with ruins of a collapsed civilization, where you have to fight through raiders and remnants of that civilization to claim your spoils. For example, one of the things DOTS handled really well was rendering large amounts of entities. Exceedingly difficult The team first built the game in Unity.

Dev 104
article thumbnail

Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. The illustration picture for this article is a screenshot of Object Wars , an upcoming multiplayer third person shooter in a cute, homey environment where everyday objects fight it off in battle royale or team deathmatch.

Beta 99