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What build system do AAA studios typically use? I know that Electronic Arts has their own build system, but is this common?

Ask a Game Dev

This is because each game has its own file structure, asset list, and scripts that must be processed alongside building the code in order to result in a functioning game build. Every major studio I've worked at generally has their own automated build system. These build systems are not shared between projects at the same publisher.

Build 59
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A podcast recently talked about how some games, like Contra Operation Galuga are struggling to run on Nintendo Switch, because they developed it for higher end systems(PS5, Xbox series, PC) first then port it to Nintendo Switch. They suggested it should have been done the other way around, so every platform has a version of the game that runs perfectly(barring AAA high quality titles like God of War and Spider-Man). How true is this?

Ask a Game Dev

The source assets like animation rigging and motions, textures, character and environment models, and so on would be built at a lower fidelity. Rise runs at a rock-solid 60 fps on higher end PC, but you can still see the kind of visual style built with lower poly models in place because we just don't have the time to rebuild everything.

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Unity vs. Unreal: What to Choose for Your Game? | Moonmana

Moonmana

Some say Unreal is better just because it’s a common choice for AAA studios. Due to its extensive asset store, versatility, and a multitude of tutorials and online courses, Unity has become the most popular 2D and 3D development platform in the world. Unreal, on the other hand, is considered to be the main player in the AAA industry.

Engine 52
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The Invincible by Starward Industries: A stellar fusion of sci-fi literature and gaming greatness

PreMortem.Games

It was founded by a group of seasoned developers who were instrumental in the success of several AAA franchises including The Witcher 3, Cyberpunk 2077 and, Dying Light. The team found the novel The Invincible to be the perfect hook for their studio’s philosophy: creating meaningful experiences in high quality PC and console games.

Games 104
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GTC 21: Top 5 Game Development Technical Sessions

Nvidia

Evgeny Makarov, Developer Technology Engineer, NVIDIA Jakub Knapik, Art Director at CDPR Our Sniper Elite 4 Journey – Lessons in Porting AAA Action Games to the Nintendo Switch The Asura engine, entirely developed in-house by Rebellion, has allowed the independent developer/publisher the maximum creative and technical freedom.

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Omeda Studios swaps out ‘Predecessor’ backend in less than five months using Amazon GameLift and Pragma

AWS Games

Following the shuttering of “Paragon,” Epic Games released all “Paragon’s” assets for free use in Unreal Engine. Omeda released the first build of “Predecessor” for PC as Paid Early Access at the end of 2021, then as a free online test in April 2022. The game’s new backend debuted on March 5, 2024.

Studios 70
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Given the lost productivity of build times how are game dev companies trying to speed them up? Is it just a matter of shoving as much RAM and CPU cores into the workstations as possible or do things like cloud synching issues put a hard cap on how much throwing money at the problem helps?

Ask a Game Dev

Here are a few of them: ALT Modular Builds Instead of having everybody build everything, we separate assets into buckets that don’t always need to be built - common assets in one bucket, specific level assets in another, character assets in a third, weapons in a fourth, and so on.

Build 40