All publications by tag «gamedev»
What is shader compilation and how it became scourge of modern PC gaming, explained in 5 cards
Stuttering… a word that has become synonymous with a painful experience for PC gamers. Today we are diving into what shader compilation is, why it leads to hitching, what Unreal Engine and DX12 have to do with this issue, and how developers can address it.
How to turn morality into game mechanic using Dishonored, Rimworld, and Crusader Kings as examples
Morality is a great tool for game designers that adds depth and complexity to player decisions. So how do we transform morality into game mechanics? Let’s take a look at a few games that have done this well.
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.
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.
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.
Salaries at Rockstar, Take-Two, and other game companies in NYC revealed thanks to new law
New York City-based game companies now have to post salary ranges in their job listings under a new pay transparency law. This allows us to see how much money developers can make at Rockstar, Take-Two, and other studios and publishers with offices in the city.
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.
Ubisoft artist on why devs refuse to communicate with gamers: “People will say toxic stuff no matter what you do”
Communication issues between developers and players become the subject of heated debates every time a new game comes out or any controversy related to it arises. Ubisoft lead prop artist Joe Hobbs has tried to explain why devs usually prefer to stay silent on social media.
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.
34BigThings’ Valerio Di Donato on how a year under Saber has treated the studio
In November 2020, Embracer Group acquired a 100 percent stake in Turin, Italy-based 34BigThings through its subsidiary Saber Interactive. We caught up with Valerio Di Donato, CEO at 34BigThings, to discuss how, if at all, the acquisition by the corporate giant has changed the studio that has always prided itself on the freedom to be “superweird.”
Learning from Paintbucket’s development of Beholder 3: should indie studio take on IP that it doesn’t own?
Although the first two Beholder titles were developed by Warm Lamp Games, publisher Alawar hired Berlin-based Paintbucket Games to make a sequel. Here is how the studio took on the series and tried to build Beholder 3 on the legacy of the first two titles.
How AI will revolutionize video games
The AI revolution is in full swing, and modern artificial intelligence methods for learning, planning, and optimizing have begun changing the rules in many industries, from advertising and social media to mining or manufacturing. But not video games. Or at least, not yet. AI academic and modl.ai co-founder Julian Togelius has examined how these technologies will alter video games in the coming years.
Developer Benjamin Kobe recommends against using large gaming subreddits to promote small indie titles
Developer Benjamin Kobe, founder of Austin, Texas-based indie studio Clutch Dynamics, shared his experience of promoting his game Boris the Sloth on Reddit. He suggests staying away from large gaming and gamedev subreddits for UA purposes.
No More Robots’ Mike Rose: “The idea that the longer you spend on a game the more money it will make is just a complete fallacy”
Mike Rose, the founder of indie publisher No More Robots, did a talk last month on how small studios should validate or adjust their development plans by setting realistic expectations about how much the development is going to cost them versus how much the game is going to bring in.