9 stages of game production according to Tim Cain: from test rooms and “beautiful corner” to Beta and release
Game production consists of many stages, which may differ depending on the specific company or team. Here is how the process works according to Tim Cain, acclaimed developer and one of the creators of Fallout.
GameMaker rolls out one-time fee commercial license, while other engines make “awkward moves” with their pricing
GameMaker has a special Thanksgiving surprise for its community by announcing major changes to its pricing model. And the team decided to do the opposite of what some other engine makers do.
Unity 6 to feature AI game development tools, end-to-end multiplayer support, and more
Unity has announced the new major version of its engine that will feature various improvements such as performance optimization and accelerated multiplayer game creation. However, the biggest highlight is the new AI tools for developers.
$15 horse for WoW made more money than StarCraft 2: WoL, and other stories told by former Blizzard dev Jason Hall
Jason Hall, currently an indie developer and former Blizzard employee, has been sharing some really interesting stories from his long career in the industry for a while now. Some of them are truly insightful, while others may seem depressing.
Gaijin Entertainment open-sources its Dagor Engine, surprised to see Russian Nau Engine using parts of it
Gaijin Entertainment has decided to open-source its Dagor Engine. However, the War Thunder developer seems surprised by reports that the Nau Engine team, financially backed by Russian tech giant VK, plans to use parts of it for its upcoming framework.
Capcom announces next-gen tech REX that goes “beyond the boundaries of in-house engines”
RE Engine is an integral part of Capcom’s production pipeline, powering games ranging from Street Fighter 6 to all the latest Resident Evil titles. The company has no plans to abandon the engine, as it has now announced the next-gen version of its proprietary technology.
Why decline in generalists leads to disjointed games and harms tool quality — explained by Fallout co-creator Tim Cain
Much in the games industry has changed beyond recognition over the past 40 years. But one specific thing that might be an issue not obvious to non-developers is what co-creator of Fallout Tim Cain calls the “decline of generalists.”
AI is tool, not magic button: ZiMAD details use of Stable Diffusion and Photoshop to create art for mobile games
In this article for Game World Observer, ZiMAD artist Andrey Novikov shares his insights on how to interact with AI tools and explains which parts of the work can be delegated to them without compromising quality.
Unreal Engine to change pricing model for non-game developers in 2024, Tim Sweeney compares it to Maya and Photoshop
Epic Games CEO Tim Sweeney addressed the recent mass layoffs during the first day of the Unreal Fest 2023 conference. He also discussed the company’s Metaverse ambitions and the changes to the Unreal Engine pricing model.
AppLovin launches free tool to help devs migrate from Unity to other engines amid controversial Runtime Fee rollout
Mobile marketing and monetization platform AppLovin has launched a new project to help Unity developers switch to other engines like Unreal and Godot. It can already speed up code translation, and tools for asset and plugin migration are also in the works.
Tim Cain on using AI in game development to “make more reactive and richer games with people” rather than replacing them
Tim Cain, co-creator of classic RPGs like Fallout and Arcanum, has opened up about AI and its role in game development. Here is what he thinks about how LLMs and other technologies can benefit humans rather than replace them.
Inside enhanced Quake II: how Nightdive restored classic shooter with new models, lightning, and other improvements
The enhanced version of Quake II came out last week, offering updated graphics and even new content. Looking at all the technical and QoL improvements, it is safe to say that other companies would be better off taking a similar approach to rereleases and remasters of their old games.
Mark Darrah on trap of live service games, or why napkin math doesn’t work: “You can only play one Destiny at a time”
History is cyclical, and this is true for the games industry as well. Veteran developer and former BioWare producer Mark Darrah has shared his thoughts on companies that repeat the same mistakes over and over again when trying to make their own Ultima Online or Destiny.
Pros and cons of using Midjourney in game development — lessons learned by Nexters
Generative AI is increasingly penetrating game development. Writing for Game World Observer, Nexters art producer Alisa Roz has detailed how the company started using Midjourney in the art creation process for its titles.
Mark Darrah on balancing Jade Empire and solving Xbox memory issue: “Sometimes the brute force solution is ok”
In a series of videos on his YouTube channel, Mark Darrah recalls the games he contributed to while working at BioWare. Here are the lessons he learned from the development of Jade Empire, which at the time was the studio’s first original IP since Shattered Steel.
Epic Games launches MetaHuman Animator to produce high-fidelity facial animation based on real actor’s performance
Epic Games has officially launched MetaHuman Animator, a new tool for capturing real actors’ performances and turning them into high-quality facial animation. Here is everything to know about the technology from the Unreal Engine team.
Lessons learned from building test level for BioShock Infinite: vertical gameplay and fake Skyline travel
It is always great to see professional developers share some knowledge and personal experience. Here is a test map that level designer Steve Lee created with Unreal Engine 3 to get a job on BioShock Infinite at Irrational Games.