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.
Tim Cain on how to write design documents and why systems should always support game’s setting and story
Fallout co-creator Tim Cain has detailed the process of writing design documents and how to avoid situations where people are making different games despite working on the same team. Here are some professional tips from one of the most recognized RPG developers.
UI meets AI: lessons learned from implementing image-generating tools into Playkot’s pipeline
Playkot 2D artist Tatiana Mironova has detailed how the studio implemented image-generating tools into their pipeline to create UI elements for Spring Valley. Here is what the team learned during this process and what are the clear advantages and pitfalls of training your own models.
Mark Darrah on lessons learned from Baldur’s Gate: “If you look for perfection, you’re never going to ship”
Prominent game developer and former BioWare producer Mark Darrah has shared his memories of creating the first Baldur’s Gate. Here are the lessons he learned during the process, including the importance of not chasing imaginary perfection.
How Redfall breaks Arkane’s game design pillars and betrays studio’s immersive sim roots
Redfall didn’t look impressive during its marketing campaign, but it was hard to imagine that the game would turn out to be so fundamentally flawed. Let’s dive deep into its systems and compare them to some of the core pillars of Arkane’s game design.
Case study: how Belka Games successfully grew competencies within art and UI departments with minimal effort
Growing competencies within a team is a challenging issue, often seen as costly and not easy to approach. However, Anton Danko, the lead artist of Solitaire Cruise project at Belka Games, shares his successful experience in this matter.
Dev tried to make simple game in 8 different engines, including Unity, Unreal, Godot, and GameMaker
There is a wide variety of game engines, from the most all-around and popular ones like Unity to more niche ones like RPG Maker. Here is what can happen when an indie developer tries to make the same game using eight different engines.