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Roblox teams with Walmart on real-life ecommerce store within platform

Game Developer

hopes Walmart (and other retailers) bring their stores to its platform so it can become a one-stop destination for Gen Z players. Roblox Corp.

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Why Retail Application Testing Is Necessary?

Rocket Brush Studio

Over the course of the last few years, the retail sector has undergone a significant digital transformation with the advent of online shopping platforms. In addition, the need to deliver an omnichannel retail experience, and easy-to-navigate online store CX has put additional pressure on front-end and back-end developers.

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Owlchemy: Vision Pro is biggest step towards VR mainstream adoption

GamesIndustry.biz

It's unclear how many headsets Apple has shifted since retail availability in the US but the high $3,500 price point has made the Vision Pro somewhat of a niche within a niche product. Global availability could heighten the demand though. Read more

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Phil Spencer wants to see other digital storefronts on Xbox

GamesIndustry.biz

Xbox head Phil Spencer has said that he wants to see more digital retailers on the console, such as the Epic Games Store and Itch.io. When asked by Polygon if he could see these storefronts on the platform at some point in the future, Spencer said he believed console players would benefit from more options.

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iXie’s approach to achieving 100% first-submission pass on all platforms 

iXie gaming

While most types of game testing can be conducted by a keen-eyed tester who understands games, compliance testing requires talent with a deep understanding of the platform being tested on. But why is compliance testing so important and how does iXie deliver first-submission passes across platforms? Let’s have a look.

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A Double Review of Solar Ash and It’s a Wrap

Game Wisdom

A Double Review of Solar Ash and It’s a Wrap Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" This is a double indie game review of two different kinds of platforming with Solar Ash and It’s a Wrap, played with a retail key and press key respectively.

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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

Retailers get to keep about 20% off the top of any game they sell, or roughly a $12 cut from the $60 price tag. Of the $48 that was paid to the publisher, platform takes around 30%. Platform” is the loose term to mean Sony, Microsoft, Nintendo, Steam, Origin, Google, or Apple for the use of their specific platform.

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