gamedevelopment

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  • A screenshot of Bloodhound in Apex Legends

    ‘Apex Legends’ developers’ new studio embraces remote work

    by 
    Kris Holt
    Kris Holt
    05.12.2020

    Gravity Well will foster an anti-crunch culture, according to its founders.

  • Nintendo

    After Math: Gamer, set, match

    by 
    Andrew Tarantola
    Andrew Tarantola
    01.27.2019

    Gaming enthusiasts had a lot to cheer for this week. Google revealed the results of a competition between its Starcraft II AI and a pair of pro players, though there wasn't much "competition" in the 10-1 bloodbath. GDC's State of the Industry survey revealed broad support for unionization initiatives among respondents. And of course Farming Simulator now has its own eSports league.

  • GDC

    Nearly half of game developers want to unionize

    by 
    Jessica Conditt
    Jessica Conditt
    01.24.2019

    Unionization isn't a new idea for the game development industry, but it is a particularly hot and contentious topic right now. A handful of events in 2018 thrust the unionization conversation to the forefront, including Rockstar boss Dan Houser's comments about developers working 100-hour weeks to finish Red Dead Redemption 2, and the tragic implosion and bitter residue of Telltale Games. Groups like Game Workers Unite have been pounding the pavement (physically and digitally) and gathering support for unionization across the globe, with a goal to "bring hope to and empower those suffering in this industry." In December, a UK chapter of Game Workers Unite became a legal trade union.

  • 'Red Dead Redemption 2': Separation of crunch and art

    by 
    Jessica Conditt
    Jessica Conditt
    10.25.2018

    Four days before the debut of Red Dead Redemption 2, arguably the most high-profile video game launch of the year, the non-profit organization Take This sent out an email to its supporters and the media. "Crunch is yet again a hot topic in the gaming news," it began. "With the recent stories about crunch development there has been a renewed interest in Take This' 2016 white paper on crunch and many organizations have come to us for comment on the topic."

  • Naughty Dog

    Uncharted's Nathan Drake isn't a bullet sponge after all

    by 
    Nick Summers
    Nick Summers
    07.09.2018

    Almost every action-adventure game has an unrealistic health system. In Gears of War, for instance, you can take a shockingly high number of bullets (at least on the standard difficulty) before your hero starts to crawl along the floor. Halo: Combat Evolved has regenerating health, and countless games have some kind of insta-healing med kit. You might think that treasure hunter Nathan Drake falls into the same boat, but it turns out the Uncharted franchise has a different health system entirely. That red ring around the screen? It doesn't represent damage, but the hero's luck.

  • 'Resogun' developer teases multiplayer-centric 'Stormdivers'

    by 
    Nick Summers
    Nick Summers
    04.21.2018

    Last November, Finnish game developer Housemarque declared that the arcade genre "is dead." The studio's last title, Nex Machina, was warmly received by the press and currently boasts an 88 rating on Metacritic. "Lackluster sales," however, meant the company needed to change direction if it wanted to keep making games. It vowed to make "something completely different" and today, we have our first tease of the team's next project. The game is called Stormdivers and it promises a "multiplayer-centric experience" blended with "hard flying and heavy hitting gameplay." What that means in practice, though, is a mystery.

  • Deck Nine

    How the 38 Studios scandal shaped 'Life is Strange: Before the Storm'

    by 
    Jessica Conditt
    Jessica Conditt
    03.28.2018

    Passion doesn't equate success. It's a hard lesson to learn in any industry -- no matter how dedicated your team is, regardless of how invested they are financially or emotionally, the entire business could burst into flames at any moment. Factors beyond anyone's control can shift the course of a project in an instant, or kill it on the spot. Few people know this reality better than the developers at 38 Studios. Founded in 2006 by former professional baseball player Curt Schilling, 38 Studios recruited top talent including fantasy author RA Salvatore and Spawn creator Todd McFarlane, with the goal of building MMORPGs -- huge, online games with dense ever-evolving worlds.

  • Activision

    The (re)making of 'Crash Bandicoot'

    by 
    Andrew Kuhar
    Andrew Kuhar
    07.03.2017

    Facedown in the sand, a figure wakes up on a desert island. The tide has been dragging him up the shore. He looks over his shoulder, before disappearing into the jungle.

  • Engadget

    Engadget at E3: Checking in on indie game development in 2017

    by 
    Jessica Conditt
    Jessica Conditt
    06.16.2017

    The indie-video-game industry is massive, churning out mainstream hits and padding the marketplaces on Xbox One, PlayStation 4, PC, mobile and even Nintendo Switch. But the one thing that makes indie development so flexible, true independence from outside companies or investors, is also what makes it so unstable.

  • Jonathan Ernst / Reuters

    Unity sponsors 50 developers affected by Trump's travel ban

    by 
    Steve Dent
    Steve Dent
    03.08.2017

    On top of all the other obstacles they face, many game developers from nations like Iran, Iraq and Syria couldn't make it to GDC in San Francisco because of the Trump administration's immigration order. Unity is trying to make it up to them in a small way with a new program called Unity Without Borders. It's inviting 50 developers from the restricted countries (Iraq is now off that list) to its Unite 2017 conference in Amsterdam.

  • Matthias Oesterle via Getty Images

    Valve is working on three 'full' VR games

    by 
    Nick Summers
    Nick Summers
    02.10.2017

    Valve is still making video games! But they're probably, almost certainly not Half-Life 3 (I know it's hard, but we have to let it go.) During a media roundtable, Valve founder Gabe Newell confirmed that the company is working on three new titles for VR. Not just little experiments either, like the room-scale mini-game collection The Lab. Real, proper video games. "When I say we're building three games, we're building three full games, not experiments," he said, according to Eurogamer. Few other details were disclosed, such as whether the team was working on new or existing IP.

  • MassDiGi

    US renews five-year gaming education grant for Becker College

    by 
    Billy Steele
    Billy Steele
    09.30.2016

    To maintain its interest in gaming education, the US Department of Commerce's Economic Development Administration renewed a five-year grant this week with Becker College in Worcester, Massachusetts. Becker College is the home of MassDigi, an academic program that focuses on the entrepreneurial side of game development, including a 12-week summer program where attendees take a concept to a market ready title. The Economic Development Administration's grant is for the amount of $583,000.

  • Frederic J. Brown via Getty Images

    Facebook is launching its own PC gaming platform

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    08.18.2016

    Facebook's gaming aspirations didn't stop with Farmville and its $2 billion Oculus VR acquisition. Nope, the social network is also launching a dedicated PC gaming platform today. Said platform will lean heavily on developers using the ubiquitous Unity game engine, according to a release from the company. The partnership's first project is admittedly developer-centric, but it has a direct impact on the folks playing games on Facebook. Zuckerberg and Co. describe it as a new export feature baked into Unity that allows a studio to publish directly to Facebook and the aforementioned Facebook PC gaming platform "with very little effort and few code changes."

  • Future PS4 games will have more power to play with

    by 
    Nick Summers
    Nick Summers
    12.01.2015

    It seems the PlayStation 4 is now just a little more powerful than before. At least for game developers, anyway. None of the console's components have changed -- instead it's being reported that a seventh core has been "unlocked" in the CPU. Until now, six of the PlayStation 4's eight-core CPU have been dedicated to games, while the remaining two handle the operating system. In all likelihood, this was a conservative setup to ensure consoles ran smoothly at launch. It also gave Sony some wiggle-room if they needed to make any system changes or optimizations. Now, however, it seems the company is happy with the console's performance and willing to give developers a tad extra power.

  • Even critically acclaimed indie games get delayed

    by 
    Jessica Conditt
    Jessica Conditt
    08.28.2015

    Lovers in a Dangerous Spacetime was a hit in 2013 when it was just a multiplayer, neon-streaked demo mixed in with all of the nominated, blockbuster indie titles at the Independent Games Festival. Lovers was up for an award in Visual Art, and even though it lost to Kentucky Route Zero, the nomination was enough to create buzz around the game and its studio, Asteroid Base. At the time, co-creator Jamie Tucker felt confident that Lovers would be done within the year. Now, two years later, Lovers in a Dangerous Spacetime is set to debut on Xbox One and Steam on September 9th. Yes, in 2015. We asked Tucker via email what happened with Lovers' development timeline and he broke it all down -- including details that offer a glimpse at the real rigors and lucky breaks of game development.

  • What you need to know about 3D motion capture

    by 
    Steve Dent
    Steve Dent
    07.14.2014

    Close your eyes and go back... back in time. Picture Jar Jar Binks or Polar Express, movies that put the "Uncanny Valley" on the map. I know these aren't pleasant memories, but new technology like motion capture (mocap) can be... awkward in its youth. Now, let's forget all that and move forward to a time when the tech started hitting its stride -- from Lord of the Rings' Gollum to Avatar to The Avengers' Hulk. And let's not forget games -- The Last of Us has some of the best mocap done in any medium and Electronic Arts has used the technique since Madden NFL '94. But what is mocap, exactly, and how is it done? Will it ever replace live actors or put 3D animators out of business? To answer all that, let's head back in time 100 years.

  • GameStop promises it won't interfere with game development

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    07.11.2014

    It's understandable if the news of retail giant GameStop getting in on game development made you nervous. The potential of a store with vested interest in exclusive content dictating what goes into a game from its inception is more than a little frightening. It turns out those fears, however, may have been unfounded. Company CEO Paul Raines recently told Time that we won't see the outfit involved with the creative process, nor essentially mandating parts of a main game be blocked off for those who only buy it through his store. "We love to play games, and unlike our competitors all we do is gaming. But we will not be involved in the artistic or creative process. That's not really our domain."

  • University of Texas gaming academy to be led by execs behind Deus Ex, Warcraft

    by 
    Jon Fingas
    Jon Fingas
    05.14.2013

    Whatever value you see in game development schools, it's clear that few of them tout gaming industry veterans who can lead by example. The University of Texas' upcoming Denius-Sams Gaming Academy could solve this discrepancy by tapping two executives whose work many of us know by heart. Both legendary designer Warren Spector and Blizzard COO Paul Sams will guide (and sometimes teach) year-long post-baccalaureate certificate programs at the Academy that focus on creative leadership and game company management -- yes, that means instruction from gurus behind the Deus Ex and Warcraft franchises, among other classics. The programs will also emphasize that all-important ability to finish a game, rather than mastering skills in isolation. The first students join the Academy's ranks in fall 2014, although they'll need to be exceptional to stand a chance of getting in -- just 20 spots will be open in the first year. [Image credits: Nightscream, Wikipedia; Rob Fahey, Flickr]

  • The Engadget Interview: Cliff Bleszinski on next-gen gaming, Oculus Rift and the always-on console

    by 
    Billy Steele
    Billy Steele
    05.09.2013

    What's life been like for the outspoken Gears of War designer and former design director of Epic Games since his departure last fall? Well, a lot of taking it easy. Cliff Bleszinski (or CliffyB to many) may not be manning the design reins of an upcoming game, but he's still quite active -- especially in chatting up the blooming dev community around Raleigh, N.C. We caught up with Cliff after his keynote at the recent East Coast Games Conference to talk next-gen, annualized game franchises and anything else we could think of. Join us on the other side of the break for the full discussion and some unabashed love for the Tarheel State.

  • OUYA's Kellee Santiago talks game publishing, her new role as Head of Developer Relations

    by 
    Ben Gilbert
    Ben Gilbert
    02.28.2013

    When Kellee Santiago resigned from her previous gig as president of thatgamecompany, she left behind a job running one of the most highly acclaimed indie game studios in the industry. But she left on a high note, having helped craft Journey -- not just one of the best games of 2012, but a high mark on the medium. Her next move is similarly bold, taking the reins of the Android-powered OUYA console's digital content library as "Head of Developer Relations." On Santiago's LinkedIn profile, she describes her new job as, "curator of content for the games section on OUYA" (among other things); a job she's plenty qualified for given her time on the board of the Indie Fund (an angel investment group of successful indie game devs). "This role seems almost like a logical extension of everything I've done up to this point," Santiago told us in an email interview this afternoon. Indeed it does. In her new role at OUYA, Santiago will be "working with many developers globally and in different capacities," she said, as well as managing the digital library that users at home see. "I'm very passionate about empowering new voices in game development so we can have more variety in game content -- that's what initially led me to co-founding thatgamecompany, and Indie Fund, and working with the Independent Games Summit, and IndieCade," she added. The job of course includes courting devs, even if that means OUYA assists in the funding and publishing of those devs' games. "OUYA is doing both," Santiago told us -- that's no doubt assisted by the $8.5 million OUYA pulled in during its Kickstarter funding campaign. Despite her passion for indies, she said there's no "arbitrary restrictions for developing on OUYA," and that her guiding principle is identifying, "developers and content that for whatever reasons wouldn't be able to exist on any other console." In other words, there's no reason one of the biggies -- think EA, Activision, Ubisoft and others -- couldn't get in on the action. Square Enix has already promised a variety of titles, so it seems a given that others will sign on. One developer who's still curiously uncertain about the console, however? Santiago herself. Though she teased on Twitter earlier today that she'll, "still be making stuff, too," and not to worry, she wouldn't offer us any more details about her plans for development on OUYA. Again, it seems a given, but we can't help but want to know more sooner than later.