Remove game-platforms why-is-game-development-so-expensive-
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Anylysis • The games industry is thriving, so why lay off 8,000 people?

PreMortem.Games

Developer Epic Games fires 830 people this year. The games industry is doing better than it’s ever done. According to videogamelayoffs.com , a site that tracks public announcements across the industry, a reported total of 8,000 people have lost their jobs in gaming in 2023. Top image: Fortnite.

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Take Your Gameplay to New Heights with Cloud-Based Game Testing 

iXie gaming

As technology evolves, new technological solutions have been introduced in game testing. The cloud is one of the critical tech breakthroughs that have revolutionized game testing. But what is cloud-based game testing? Cloud-based game testing addresses the mentioned challenges of traditional testing environments.

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Looking for a publisher at an event “Be open to everyone”

PreMortem.Games

What do development studios need to do to secure a deal with a publisher or investor? Going to a big conference in an expensive city like San Francisco for a full week can be a financial burden for smaller companies. Plus publishers and scouts are fully booked with hopeful devs eager to show off their games.

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I don’t know if this is confidential or “too technical” for the blog, but how does developing for consoles actually work? As in, what is the workflow like? Obviously, you do all the coding on a PC, but how does the build get tested on consoles? How do you debug on consoles? It would be awesome if you could do a little rundown, but I understand if it’s not possible.

Ask a Game Dev

It isn’t terribly technical, but I don’t have a dev kit at the home office at the moment so you only get some of my old photos of dev kits from my previous employer today. A console dev kit is a lot like a networked computer fused with a game console. Those text interfaces exist so we can access debug commands.

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Implementing USD for Game Development Pipelines: An Interview with Polyphony Digital

Nvidia

Tools Pipeline Engineering Lead Megumi Ando sat down with NVIDIA to discuss the integration process in the company’s latest release as well as their adoption plans in Polyphony’s game development pipeline. Why did you choose USD for your game development pipeline?

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Blockbuster Games Failed to Grow the Market - What Next?

Deconstructor of Fun

Despite the release of numerous highly anticipated games last year, the game industry as a whole struggled to achieve significant growth. By understanding these complexities, we can gain valuable insights into the dynamics shaping the contemporary gaming landscape and explore potential pathways for future growth and development.

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Hello. I have a question regarding the “maths” of AAA game budgets. You’ve offered very interesting insight from the “other side” of the DLC/Microtransactions debate in the past. However, consider this simple example : $60m cost to make a AAA game. $60 per copy. That comes to 1m copies to break even. 2m copies for 100% return. Given that AAA games sell around 5m copies, are the likes of Jim Sterling, Angry Joe to TotalBiscuit really in the wrong for railing against “AAA greed”?

Ask a Game Dev

So… for a moment, let’s put aside the fact that the purpose of a publicly traded company like most AAA game publishers (Nintendo, Ubisoft, Take Two, EA, Activision, Sony, Microsoft, etc.) In your “simple example”, we spent $60 million on development. At $60 per game, that’s just 1 million units that need to be sold, right?

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