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Build A Rocket Boy lands $110 million in funding

GamesIndustry.biz

Build A Rocket Boy today announced that it has closed a $110 million Series D funding round to help the studio launch a trio of "flagship" products. Those three projects are the open-world experience Everywhere, the story-driven action adventure MindsEye, and Arcadia, a set of user-generated content tools. Read more

Build 109
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Open World RPG Design With ArdenFall Developer Interview

Game Wisdom

Open World RPG Design With ArdenFall Developer Interview Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" For this Perceptive Podcast, I’m speaking with Joshua Steinhauer who is the lead designer on the game Ardenfall — an open-world RPG to discuss building the game, RPG design and more.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

One common "problem" with Skyrim (and most open world RPGs) is that you end up with a bunch of money and nothing to spend it on, except nice-to-have things like convenient access to crafting materials or a house. This decouples the player's behavior from their character build. It's more paranoid than a Ubisoft game. Money sink.

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Hooded Horse has signed base-building survival game Necesse

Game Development News

Hooded Horse has announced that it has signed the open-world survival game Necesse - MCV/DEVELOP

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Hooded Horse has signed base-building survival game Necesse

Game Development News

Hooded Horse has announced that it has signed the open-world survival game Necesse - MCV/DEVELOP

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Analysis • Palworld by Pocketpair: the equal-opportunity offender

PreMortem.Games

It’s an open-world survival craft game where you tame monsters and put them to work. Both feature large open worlds and show the same exact environmental indicators (e.g., The hottest game these weeks is Palworld by Japanese developer Pocketpair. And it has earned more than $200 million in its first five days.

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How do open world games manage to feel so big? When you sit and look at them they’re usually just a couple km per side, but they feel like a whole country at times. What’re the tricks?

Ask a Game Dev

Having buildings that are scaled larger than normal in video games contributes to a sense of grandeur. Without a reference point that can break the illusion, our minds will fill in the gaps by constructing its own consistent world view - that castle looks this big, so it must be this far away.