Buying ready-made 3D assets for your game — a time saver or a waste of money?
Using ready-made 3D assets can save time and money for some teams, but there are also a lot of pitfalls. Maksim Nikifarovich, lead artist at Belka Games, has opened up about the key challenges that game developers may face.
Scrapped 1996 Duke Nukem Forever side-scroller leaked online — abandoned prototype true to series’ 2D roots
The infamous development of Duke Nukem Forever and the sad fate of 3D Realms have become the talk of the town in the games industry. However, not many people know about the game’s early 2D version from 1996 that was recently leaked online.
How to create retro-style 3D graphics: explained by Warpips developer Skirmish Mode Games
Scott Thunelius, programmer and 3D artist known for his work on Subnautica, has shared with us the key principles behind creating retro-style graphics. As an example, he used Warpips, a tug-of-war strategy game he made with his friends in the spare time.
What is narrative weight and how game designers can manipulate it to add value to certain elements
Why do players consider some events and details in the game more significant than others? This is directly related to the so-called narrative weight. Andrei Medvedev, game designer at Friday’s Games, breaks down what this term means and why it is critical for game designers to be able to adjust the importance of certain elements.
What game devs think about generative AI: “World and mission design are about as AI solvable as neurosurgery”
The surge in popularity of ChatGPT, Midjourney, and other tools has people thinking that AI will soon replace artists and will help even smaller teams create games on the scale of Cyberpunk 2077 or RDR 2. However, many devs remain skeptical.
Solo dev Matt Sharp says “We need to stop glamorizing indie development” after making just $4,000 in 5 months
People are used to stories of great success, but it is equally important to learn from others’ mistakes. Matt Sharp, solo developer at Momiji Studios, has reflected on the not-so-successful launch of his largely unique RPG Video Game Fables.
Triss’ jiggling breasts, flare launcher made of rat tunnel duct, hidden dinner plates, and other game dev ‘sins’
Game developers sometimes hide funny messages or find creative solutions to certain problems with their projects. All these things usually remain hidden from the player’s sight, but perhaps it is time to make confessions and reveal some secrets.
Tim Cain on Fallout reactivity and professional limits: “I miss making a game without constant oversight”
Tim Cain, who needs no introduction to any die-hard RPG fan, has recalled the development of the first Fallout, its RPG system, and the importance of creating reactive worlds. He also discussed how the games industry has changed since the 90s.
Fable co-creator Dene Carter explains how ‘ripping off’ scope from other games can get development back on track
Dene Carter, a prominent game designer and programmer, has shared some tips with fellow developers. Using the first Fable as an example, he tried to explain why one shouldn’t be ashamed of copying the scope from other titles.
How Assassin’s Creed III animation team raised the bar 10 years ago despite hardware limitations
Assassin’s Creed III animation director Jonathan Cooper has recalled how the Ubisoft Montreal team created animation for the game. From rebuilt combat to ragdoll physics, the devs did a great job, making the project look impressive even after 10 years.