Trending Articles

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Phoenix Labs lays off staff, cancels games in major restructuring

Game Developer

Update: The studio behind Dauntless and Fae Farm has laid off an unknown number of employees and cancelled a game "mere weeks" away from launching in Early Access.

Studios 362
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The joy of intergalactic journalism in Times & Galaxy by Copychaser Games

PreMortem.Games

In Times & Galaxy by Copychaser Games , players have the opportunity to experience the thrilling life of a space reporter for the solar system’s most trusted holopaper. However, don’t expect to break any major stories right away, as you begin at the bottom as the first-ever robo-reporter intern. But don’t despair, because the only way from there is up.

Games 104
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UK government responds to Stop Killing Games campaign

GamesIndustry.biz

A public campaign to prevent publishers from pulling online support from video games in a way that makes them unplayable has prompted a response from the UK government. The Stop Killing Games campaign organised a petition on the government's website , which passed the 10,000 signatories needed to secure a response. The statement added below the petition was attributed to the Department of Culture, Media & Sport.

Media 143
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Webinar: Path Traced Visuals in Unreal Engine

Nvidia

Integrate RTX into your own game and understand what ReSTIR means for the future of real-time lighting in this May 21 webinar. Integrate RTX into your own game and understand what ReSTIR means for the future of real-time lighting in this May 21 webinar.

Engine 100
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Instant Realistic Lighting in Godot

Game From Scratch

GameFromScratch.com Instant Realistic Lighting in Godot Out of the box the lighting system in Godot doesn’t give amazing results. In fact, out the box the lighting system in the Godot game engine ONLY works in the editor, which can be more than a bit confusing for beginners. Thankfully we have an in-depth lighting tutorial that will […] The post Instant Realistic Lighting in Godot appeared first on GameFromScratch.com.

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Marvel's Midnight Suns director worries the card-based combat kept players away

Game Developer

Former Firaxis Games creative director Jake Solomon looks back on how the complex card system of Marvel's Midnight Suns may have hurt the game's marketability.

Games 305

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Forever Entertainment on making what was old new again

GamesIndustry.biz

Remaking games is not easy. You have to consider how retro titles will play on modern consoles and for today's audiences. You also have to work on the finer details, such as the clarity of dialogue, balancing gameplay, and quality-of-life changes. The list goes on. However, when remakes become a part of your business model, you have it figured out. Forever Entertainment has proven itself in this field with the remakes of Panzer Dragoon, The House of The Dead, Front Mission 1st, and Front Mission

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NVIDIA TensorRT 10.0 Upgrades Usability, Performance, and AI Model Support

Nvidia

NVIDIA today announced the latest release of NVIDIA TensorRT, an ecosystem of APIs for high-performance deep learning inference. TensorRT includes inference. NVIDIA today announced the latest release of NVIDIA TensorRT, an ecosystem of APIs for high-performance deep learning inference. TensorRT includes inference runtimes and model optimizations that deliver low latency and high throughput for production applications.

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GameMaker in 2024

Game From Scratch

GameFromScratch.com GameMaker in 2024 GameMaker just outlined new features coming to the seminal game engine GameMaker in 2024 and there are some pretty massive changes on the horizon. Highlight new features coming to GameMaker include: New Code Editor This is actually already available in the GameMaker beta (check it out in action here). This […] The post GameMaker in 2024 appeared first on GameFromScratch.com.

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Book Excerpt: Ultima and Worldbuilding in the Computer Role-Playing Game

Game Developer

'Ultima and Worldbuilding in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry.

Games 271
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I got distracted and built a Physically-Based Renderer

Harold Serrano

I was completely immersed in rewriting my game engine when I stumbled upon these captivating images. The author experimented with the properties of various metals and demonstrated how to create them in a Physically-Based Renderer through renderings. They looked so cool that made me wonder if I could build a Physically-Based Renderer myself and render these metals.

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PlayStation full-year revenues rise to $27.5 billion but narrowly misses PS5 sales target

GamesIndustry.biz

Sony has released its full-year financial results, showing a solid twelve months for its PlayStation business ahead of a year in which it is forecasting declines. The platform holder saw net sales for its Game & Network Services division, which includes PlayStation, rise by 17% year-on-year to ¥4.3 trillion ($27.5 billion), while operating income rose 16% to ¥290.2 billion ($1.9 billion).

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Brunelleschi is Back: Source Code

Indie DB

Like a phoenix from the ashes, Brunelleschi is coming back. We're resurrecting and rebuilding the source code for new features and better-than-ever performance.

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Gamer Deep Lore, Exhibit #3. The Tomb of Horrors.

The Bottom Feeder

The first edition. My own personal copy. I was so disappointed when I realized that awesome bird dude isn’t in the adventure. Second printing, with a color cover. Where’s mah bird dude? The myth, the legend, the 1978 Dungeons & Dragons murderfest Tomb of Horrors. Famed for its difficulty, it was the most infamous of the early TSR Gary Gygax modules.

Horror 69
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Ubisoft laid off 1,700 workers on the path to its highest net bookings ever

Game Developer

Ubisoft's net bookings rose 33.5 percent in 2023 through 2024, but it's laid off 1,700 employees since 2022.

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

AWS Games

It’s hard to overstate the dedication of Omeda Studios developers working on the multiplayer online battle arena (MOBA) game “Predecessor.” Its core team has developed the game since 2018, even though the studio was officially formed in 2020. Made by fans, for fans, “Predecessor” was born out of the ashes of “Paragon,” a MOBA game developed by Epic Games from 2016-2018.

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PlayStation names Hermen Hulst and Hideaki Nishino as its new CEOs

GamesIndustry.biz

Hermen Hulst and Hideaki Nishino will jointly succeed Jim Ryan as the CEOs of Sony Interactive Entertainment. Hulst is CEO of the newly named Studio Business Group, which includes all of PlayStation’s first-party teams, plus covers the development of PlayStation IP onto other mediums, such as TV and film. Hulst was already head of PlayStation Studios.

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Unity CREATE Head Marc Whitten Resigning

Game From Scratch

GameFromScratch.com Unity CREATE Head Marc Whitten Resigning The last major player in the entire Unity run-time fee fiasco, Marc Whitten, head of Unity CREATE (the division responsible for the Unity game engine) has announced his resignation. Marc was famously the person who stepped forward to apologize for the entire fiasco and may or may not have been […] The post Unity CREATE Head Marc Whitten Resigning appeared first on GameFromScratch.com.

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Gotham Knights Added Multiplayer, but Divides Batman

Game Wisdom

Gotham Knights Added Multiplayer, but Divides Batman Josh Bycer josh@game-wisdom.com Gotham Knights fell into the same position that Arkham Origins did — an attempt by another studio to create a Batman game while Rocksteady was working on one. The original release was met with a mix of frustration and anger … The post Gotham Knights Added Multiplayer, but Divides Batman appeared first on Game Wisdom.

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EA is diverting 100 percent of Immortals of Aveum net sales revenue to Ascendant Studios

Game Developer

With Immortals of Aveum hitting EA Play and Xbox Game Pass, Electronic Arts is passing all net sales revenue to its developer.

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As Square Enix changes it’s strategy from focusing on one platform to aiming for multi-platform releases, I wonder- how much effort does it take to do multiplatform dev from the start versus porting to them later? And even then- how long DOES it take / cost to make to make a port from a comparative platform like say, PS5 to Xbox Series? Is there a way you can use your experience in the industry to guess an average, or is it completely different from game to game and you can’t make any estimations without WAY more data? I guess I’m just curious why SquareEnix released 15 for all formats to greater sales than either XVI or VIIremakes, but still decided to go PS first, others way later down the line.

Ask a Game Dev

The good news is that the PS5 and the XSX aren't too far away from each other in terms of hardware power and architecture. Further, developing on XSX also mostly works out of the box with DirectX, which means it is easy to also get the game running on PC. It's relatively easy to build a game out of a generic system and task our engine programmers with getting that generic system working on each of our target platforms.

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Take-Two confirms no Grand Theft Auto 6 in current fiscal year

GamesIndustry.biz

Take-Two today released its financial results for its fourth fiscal quarter, covering the three months ended March 31, narrowing the Grand Theft Auto 6 release window while taking a massive loss thanks largely to goodwill impairment and restructuring charges. When Take-Two reported its fiscal 2023 earnings last year, it took the unusual step of talking about numbers more than a year into the future, saying it expected $8 billion in bookings for fiscal 2025.

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Epic Environments Mega Humble Bundle

Game From Scratch

GameFromScratch.com Epic Environments Mega Humble Bundle The Epic Environments Mega Bundle is now live on Humble Bundle. This bundle contains mostly 3D environment assets from FreshCan3D but also contains a few 3D characters from Yarrawah. The environments are a mix of Unreal Engine and Unity assets, however using the links below you can easily export them […] The post Epic Environments Mega Humble Bundle appeared first on GameFromScratch.com.

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Charting the Upswing: The Mobile Ad Ecosystem Starts Gaining Momentum

Unity Blog

We are halfway through the second quarter of 2024, and LevelPlay data is signaling a healthy market rebound, suggesting that the 2023 downtrend is finally receding. This upswing is a testament to both the resilience of the sector and to the strategic agility of publishers who are capitalizing on the evolving market dynamics.

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Sharing laughs and swapping save files in Athenian Rhapsody

Game Developer

Creator Nico Papalia talks about what thoughts went into creating a game where no two playthroughs should be the same and how he turned player saves into collectibles.

Games 266
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about the Hades 2 shadowdrop. I’ve seen a lot of people talking about how that impacts indies launching in the same window and how that invalidates months/years of preparation on their part. isn’t there anything an indie impacted by something like this could do? isn’t possible to just delay the launch a few weeks/months?

Ask a Game Dev

Of course a studio can delay the launch, but a launch delay will have its own set of consequences. Remember, no game launches in a vacuum. Timing is the key factor. The most obvious consequence goes back to the adage "Time is money". The developers working on the game need to pay rent and buy food. The studio needs to pay those developers during that time to keep them employed.

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Owlchemy: Vision Pro is biggest step towards VR mainstream adoption

GamesIndustry.biz

Rumour has it that the Vision Pro is finally getting ready to get shipped outside of the US. Three months after its American launch, Bloomberg reported that Apple's VR headset could be shipping in several territories worldwide as early as next month, off the back of the firm's Worldwide Developers Conference. 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.

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Games industry keeps getting worse with Damien Evans

Game Dev Unchained

In the ever-evolving landscape of the video game industry, one thing has become painfully clear: instability. I’ve had the privilege of speaking with numerous industry professionals about the challenges they face over the years. One such conversation, which left a significant impact on me, was with Damien Evans. We discussed the ongoing struggles within the industry, particularly the recent wave of layoffs and their profound impact on employees.

Games 59
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Anvil Empires - Large Worlds Prototype

Indie DB

Read about new features coming to Pre-Alpha soon like Large Worlds, Animal Breeding, Donkeys, Mills, and More!

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Hooded Horse co-founder says publishers should ditch 'horrible' recoup clauses to help devs

Game Developer

"It's fundamentally stupid to have recoup terms where publishers protect all of their downside risks and recover all the money first.

Dev 286
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Sad City (or: How to make a somber level)

The Art of the Game

As I type this, its snowing outside- a condition known here in the Rut Belt (typo intended) as: The Grey. Its a long, dreary season from the end of October up until April – sometimes as late as May. And even then, it may not get ‘nice’ until the end of May. Which, as you can imagine, puts me in a lovely mood. I need the sun. I need fresh air and puttering in my garden.

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Square Enix embarking on "aggressive multiplatform strategy" as profits drop 70%

GamesIndustry.biz

Square Enix has released its financials for the fiscal year ended March 31, 2024, with the results largely below what it had previously forecasted. As a result, the firm is set to implement a brand new strategy going forward, hoping to achieve "stable profit generation" in its digital entertainment segment by 2027. Square Enix's digital entertainment sales were ever so slightly up, mainly thanks to its HD Games sub-segment, the firm said.

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Explainer: What is Regression?

Nvidia

Classification and regression are two groups of supervised machine-learning algorithm problems. Supervised machine learning uses algorithms to train a model to. Classification and regression are two groups of supervised machine-learning algorithm problems. Supervised machine learning uses algorithms to train a model to find patterns in a dataset with labels and features.

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Creator 3.8.3 simulator display size

Cocos

ChatGPT In creator 3.8.3, after creating a HelloWorld project, no matter how I adjust the Design Width and Design Height in Project Settings, the Simulator always displays in landscape mode. How can I correctly adjust the size of the simulator? Thank you.