Nekki has launched the new version of its animation tool Cascadeur, introducing major updates and improvements. In addition, the company revamped the software’s pricing policy.
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Programming
Everything you need to know about coding and engineering aspects of game development. Programming languages, game engines, frameworks, and other technical tools.
Epic Games just held its annual State of Unreal keynote, showcasing the future of Unreal Enigne and sharing other news related to Fortnite and its business in general. Here are all the major updates announced at the event.
Ubisoft has unveiled its new GenAI project called NEO NPC at GDC 2024. It is designed to allow players to have real-time conversations with in-game characters with no pre-written lines.
Polish indie developer Artur Smiarowski has shared results for its sandbox roguelike Soulash 2 one month after its Early Access launch. Here is how it performed compared to the first game, and why the EA model was chosen for the sequel.
Electronic Arts has suddenly rebranded the Frostbite engine by presenting a new identity and vision for its proprietary tech. The company is betting big on collaborative efforts, while no longer restricting developers from using third-party solutions.
The creators of the Defold engine have decided to remove the monthly fee for using the source code for console platforms. Now every registered developer can access it for free.
Fun gameplay aside, one one of the factors behind Dave the Diver’s success was its combination of pixel art and 3D graphics. Here is how a small team at Mintrocket managed to create the game’s appealing visuals using the Unity engine and its tools.
In this article for Game World Observer, ZiMAD artist Andrey Novikov shares his insights on how to interact with AI tools and explains which parts of the work can be delegated to them without compromising quality.
The enhanced version of Quake II came out last week, offering updated graphics and even new content. Looking at all the technical and QoL improvements, it is safe to say that other companies would be better off taking a similar approach to rereleases and remasters of their old games.
History is cyclical, and this is true for the games industry as well. Veteran developer and former BioWare producer Mark Darrah has shared his thoughts on companies that repeat the same mistakes over and over again when trying to make their own Ultima Online or Destiny.
Cfx.re, the group behind roleplay multiplayer tools for titles like GTA V and Red Dead Redemption 2, has officially joined Rockstar Games. The company, known for its rocky relationship with the modding community, will now support them in their efforts.
Generative AI is increasingly penetrating game development. Writing for Game World Observer, Nexters art producer Alisa Roz has detailed how the company started using Midjourney in the art creation process for its titles.
The Godot team has officially released version 4.1 of their open source game development engine. Here are the key features and improvements.
In a series of videos on his YouTube channel, Mark Darrah recalls the games he contributed to while working at BioWare. Here are the lessons he learned from the development of Jade Empire, which at the time was the studio’s first original IP since Shattered Steel.
Unity is one step closer to building its own AI ecosystem. The company has now rolled out new tools and a dedicated marketplace to help game developers leverage artificial intelligence technologies.
Epic Games has officially launched MetaHuman Animator, a new tool for capturing real actors’ performances and turning them into high-quality facial animation. Here is everything to know about the technology from the Unreal Engine team.
It is always great to see professional developers share some knowledge and personal experience. Here is a test map that level designer Steve Lee created with Unreal Engine 3 to get a job on BioShock Infinite at Irrational Games.
Fallout co-creator Tim Cain has detailed the process of writing design documents and how to avoid situations where people are making different games despite working on the same team. Here are some professional tips from one of the most recognized RPG developers.
Playkot 2D artist Tatiana Mironova has detailed how the studio implemented image-generating tools into their pipeline to create UI elements for Spring Valley. Here is what the team learned during this process and what are the clear advantages and pitfalls of training your own models.
Prominent game developer and former BioWare producer Mark Darrah has shared his memories of creating the first Baldur’s Gate. Here are the lessons he learned during the process, including the importance of not chasing imaginary perfection.
Epic Games has officially launched Unreal Engine 5.2. Here are the key new features and the main improvements available in the latest version of the engine.
Redfall didn’t look impressive during its marketing campaign, but it was hard to imagine that the game would turn out to be so fundamentally flawed. Let’s dive deep into its systems and compare them to some of the core pillars of Arkane’s game design.
YoYo Games is another company trying to integrate AI technologies into its products. Here are the main changes coming to the GameMaker engine this year.
Growing competencies within a team is a challenging issue, often seen as costly and not easy to approach. However, Anton Danko, the lead artist of Solitaire Cruise project at Belka Games, shares his successful experience in this matter.
Programming is one of the areas where large language models (LLMs) and new AI technologies are being implemented now. Here is a tool that one developer created to fix the wrong code elements.
Nvidia has launched its RTX Remix platform and made it open source. This should provide modders with more capabilities and tools to create remasters of old games and add path tracing to them.
There is a wide variety of game engines, from the most all-around and popular ones like Unity to more niche ones like RPG Maker. Here is what can happen when an indie developer tries to make the same game using eight different engines.
Stuttering… a word that has become synonymous with a painful experience for PC gamers. Today we are diving into what shader compilation is, why it leads to hitching, what Unreal Engine and DX12 have to do with this issue, and how developers can address it.
Epic Games has released a preview of Unreal Engine 5.2 and detailed its key features at the GDC 2023. Here are the main new tools and improvements that could change the way developers and artists create worlds and materials.
Tales of Syn is an isometric RPG in the style of classic Fallout titles. The twist is how it uses the power of Stable Diffusion and ChatGPT to create game assets, backgrounds, character models, and dialogues.
Morality is a great tool for game designers that adds depth and complexity to player decisions. So how do we transform morality into game mechanics? Let’s take a look at a few games that have done this well.
Up-and-coming game developers often use ready-made assets in their first projects. And this Argentine artist offers indie creators thousands of free models and assets for a variety of genres and styles.
Using ready-made 3D assets can save time and money for some teams, but there are also a lot of pitfalls. Maksim Nikifarovich, lead artist at Belka Games, has opened up about the key challenges that game developers may face.
The infamous development of Duke Nukem Forever and the sad fate of 3D Realms have become the talk of the town in the games industry. However, not many people know about the game’s early 2D version from 1996 that was recently leaked online.
Scott Thunelius, programmer and 3D artist known for his work on Subnautica, has shared with us the key principles behind creating retro-style graphics. As an example, he used Warpips, a tug-of-war strategy game he made with his friends in the spare time.
Havok Physics for Unity has now officially become supported for production. Developers will be able to use the physics engine for free and implement its features in their games.
VFX editor Pixel Composer has been officially released. The tool for creating animated effects for pixel art is now available for purchase, with 100+ various nodes to experiment with.
Ryan Smith, tech art director of R&D at Gearbox, has opened up about how the studio is already using AI in its work. He encouraged other artists to learn these tools, because they can help in solving routine tasks.
Why do players consider some events and details in the game more significant than others? This is directly related to the so-called narrative weight. Andrei Medvedev, game designer at Friday’s Games, breaks down what this term means and why it is critical for game designers to be able to adjust the importance of certain elements.
The surge in popularity of ChatGPT, Midjourney, and other tools has people thinking that AI will soon replace artists and will help even smaller teams create games on the scale of Cyberpunk 2077 or RDR 2. However, many devs remain skeptical.
People are used to stories of great success, but it is equally important to learn from others’ mistakes. Matt Sharp, solo developer at Momiji Studios, has reflected on the not-so-successful launch of his largely unique RPG Video Game Fables.
GameMaker has introduced a new free education version of its engine. It allows schools to teach students game design and the basics of programming, using special materials and resources.
Greek studio beyondthosehills has shared with us some tips for creating abstract art style (and pitfalls to avoid). Here are some tips based on their experience with their minimalist puzzle game reky.
The Netherlands-based studio Grumpy Owl Games has shared with us some tips for designing a turn-based combat system. They also used their own tactical RPG Untamed Tactics as an example.
Tools for AI-generated assets are constantly evolving. Scenario co-founder Emmanuel de Maistre has shown what game developers can achieve by fine-tuning Stable Diffusion.
Rebel Wolves, an independent studio co-founded by The Witcher 3 director Konrad Tomaszkiewicz, has secured a strategic investment from Chinese tech giant NetEase. The team is now working on an untitled AAA RPG.
Game developers sometimes hide funny messages or find creative solutions to certain problems with their projects. All these things usually remain hidden from the player’s sight, but perhaps it is time to make confessions and reveal some secrets.
Tim Cain, who needs no introduction to any die-hard RPG fan, has recalled the development of the first Fallout, its RPG system, and the importance of creating reactive worlds. He also discussed how the games industry has changed since the 90s.
Dene Carter, a prominent game designer and programmer, has shared some tips with fellow developers. Using the first Fable as an example, he tried to explain why one shouldn’t be ashamed of copying the scope from other titles.
Assassin’s Creed III animation director Jonathan Cooper has recalled how the Ubisoft Montreal team created animation for the game. From rebuilt combat to ragdoll physics, the devs did a great job, making the project look impressive even after 10 years.
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There is little talk about games in the Telegram messenger. We decided to fix the situation by talking with Daria Novikova, product director at PlayDeck startup. The latter launched a gaming marketplace for Telegram. In a conversation with Daria, we touched on topics such as user engagement, earnings from leading projects, monetization and, of course, PlayDeck itself.