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.
Mark Darrah explains what Alpha means in game development: “You open up the floodgates for testing”
Former Bioware executive producer Mark Darrah has tried to explain what Alpha means in game development, using Dragon Age: Dreadwolf as an example. He listed the distinctive features of this stage of production, also saying how much time usually passes between Alpha and launch.
What went wrong during development of NecroBouncer: lack of planning and other mistakes to avoid
Andraž Oražem, Slovenian dev and founder of one-man studio Alchemy Sheep, has shared with us some ups and downs he faced while making his upcoming roguelike game NecroBouncer. This rollercoaster journey could help many other indie creators avoid making the same mistakes.
Valve increases Steam recommended regional prices, with Turkey and Argentina up over 450%
Valve has improved its pricing tool for Steam to help developers better manage selling their games in different currencies. The company also updated its recommendations, with significant price increases in certain regions.
Valve says Steam’s regional pricing issue runs deeper than exchange rates, pledges to update recommendations more often
Valve has committed to updating its regional pricing recommendations for Steam developers more frequently. The company says this problem is bigger than just foreign exchange rates and should reflect different economic circumstances.
How much video game voice actors get paid, explained amid Hellena Taylor’s Bayonetta revelations
Hellena Taylor, the original voice actress for Bayonetta, has revealed she was offered only $4,000 for her entire performance. She called for a boycott of the new game, drawing the attention of fans and developers. So let’s take a look at how much video game voice actors actually get paid.
Zach Adams on adding tutorial to Dwarf Fortress with his wife as tester: “We want the world to be able to lose this game”
Dwarf Fortress has one of the highest barriers to entry among all modern games out there. That’s why Bay 12 Games decided to add a tutorial to the upcoming Steam version so that more people could at least enjoy losing.
Unity Asset Store stands with Ukraine, but fails to properly pay hundreds of Ukrainian devs for over 6 months
Unity supports Ukraine-based developers on its Asset Store, but many of them have been experiencing trouble getting money for months. The official payment methods simply stopped working with the start of Russia’s invasion, and the company still doesn’t seem to have found a proper solution.
Remedy, Naughty Dog, and other devs show how “bad” their games looked early in development amid GTA VI leaks
Many developers have supported Rockstar after the recent GTA VI leaks. Naughty Dog, Remedy, Massive Monster, and other studios started sharing early footage from their games to debunk the “graphics are the first thing finished in a video game” myth.
Fruit Ninja designer left Snap to become solo indie dev. Here’s his ‘Vampire Survivors with cars’ game prototype
Even if you don’t know who Luke Muscat is, you probably played at least one of his hits like Fruit Ninja. The mobile games industry veteran has now decided to become a solo developer, documenting his new journey online.
Taking 50% of revenue for ‘nothing’? Indie devs and publishers debate on predatory deals and other pitfalls
Some say a game can’t become a commercial hit without a good publisher, while others claim that developers can survive and break through without signing “predatory contracts.” Here is what different industry professionals think about this age-old problem.
A beginner’s guide to level design
Level design is one of the core elements of game development. Understanding your goals and basic principles is crucial in creating a great experience for players. Here’re a few tips for beginners from Grant Morgan, an indie dev working on an untitled project and game design critic focusing on dialogue and level design.
Riot producer Juno Blees on predatory P2W mechanics: “Revenue KPIs often speak the loudest to game developers”
Juno Blees, senior game producer at Riot, has opened up about mobile game monetization. While not calling out particular titles, she explained the problem with P2W mechanics and developers thinking about revenue KPIs rather than trying to protect players.