article thumbnail

Former EA devs' Simply Sweet Games aims to "raise the bar for the entire industry"

GamesIndustry.biz

Merry and Kom have over thirty years of experience in AAA, mobile, and indie game development. Merry worked at Electronic Arts for nearly 15 years as a development director, having overseen development and shipping of titles such as FIFA, Need for Speed, and Battlefield.

article thumbnail

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

The devs are required to run this build and validation process before being allowed to submit their changes in order to ensure stability in the game. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ

Build 57
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Solo dev Jonathan C Haman created “the glorious Drift Type C – which no one is buying”

PreMortem.Games

Haman in his home office, surrounded by unfinished electronics projects, lit by an implausible number of computer monitors and sipping off-brand energy drinks. I wonder if AAA games like GT7 and Forza use the same type of workarounds that are totally detached from a physically-based car?” When we finally did, we found Jonathan C.

Dev 104
article thumbnail

Some questions about Cocos Creator

Cocos

pstrejczek: Is there a reason Electron is the preferred way for Steam publishing ? But currently we don’t have builtin Steam SDK integration yet, and there is mature Steam SDK integration in Electron. But currently we don’t have builtin Steam SDK integration yet, and there is mature Steam SDK integration in Electron.

article thumbnail

The Inevitable Blockchain Revolution

Deconstructor of Fun

12 years ago, while working for the Chief Creative Director at Electronic Arts, I was part of an effort to evangelize microtransactions, in-game purchases, DLC, and other forms of incremental revenue across the EA game studios. You can make some progress for free, but to really get ahead you buy resources from the devs.

Mobile 52