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  • Showing only topics with the tag "gamedev". Back to normal view
    1. Take-Two publishes WARN notice about seventy layoffs and studio closure in Seattle, possibly affecting Kerbal Space Program 2 developers Intercept Games

      Take-Two posted a legally-required notice that it is laying off 70 workers and closing a studio in Seattle. This is part of mass layoffs announced across Take-Two. This has also been mentioned by...

      Take-Two posted a legally-required notice that it is laying off 70 workers and closing a studio in Seattle. This is part of mass layoffs announced across Take-Two. This has also been mentioned by Games Industry.biz, although without much more details than what I have here (at time of writing).

      The only Take-Two studio in Seattle is Intercept Games, who have been making Kerbal Space Program 2. We also know that Intercept had about 65-70 people working there (half of which were on KSP2, half of which were on an unannounced project).

      Various KSP2 devs have also posted on social media that they have been impacted by layoffs (not sure about the rules re: linking social media profiles, so I'll hold off).

      We may or may not have more news in the coming days. It's hard times in the industry right now, and my heart goes out for everyone affected.

      EDIT: From Game Developer:

      When approached for comment by Game Developer, Take-Two wouldn't confirm whether Intercept Games has been impacted by the cuts–despite multiple Kerbal Space Program developers indicating they recently left the studio, with one expressly stating they were "laid off." A company spokesperson did, however, explain that its Private Division publishing label will continue to support Kerbal Space Program 2.

      ...

      When pushed again on the current status of Intercept Games, Take-Two told Game Developer it has "nothing further to note."

      31 votes
    2. Game Development Career Advice

      Hi, I'm curious if anyone in this group has achieved success in game development, whether that's carving out a career or earning any amount of income from it. I'm currently working as a software...

      Hi,

      I'm curious if anyone in this group has achieved success in game development, whether that's carving out a career or earning any amount of income from it.

      I'm currently working as a software developer, but my passion lies in game development. I'm all too aware that achieving any measure of success in this field is next to impossible. Hence, I'm reaching out here, hoping to gather insights and advice from those who have walked this path in the past, or those who are currently walking alongside/behind me.

      One of my specific questions is about the types of games I should focus on creating. Specifically, I've heard differing opinions on whether it's more advantageous to develop a series of small games with advertisements for mobile platforms or to invest in larger, premium games for platforms like Steam. Can anyone share their insights or experiences regarding this dilemma? Is there a clear advantage to one approach over the other?

      Currently I am using godot to make a larger scale game, but I am considering switching to defold and making smaller scale games with ads.

      I saw some folks here discuss making games for the playdate. How much should one consider targeting niche platforms like this? Some of the users I saw discuss this seem to have had good success.

      Some general questions: How did you break into game dev? What were you doing before? Do you see game dev as a viable career, only as a source of side income, or is it just a hobby?

      Any guidance or experiences you can share would be greatly appreciated.

      17 votes
    3. Is there any interest in a video game design subgroup?

      Hey all, I'm a professional game designer with about ten years in the video game industry. I've worked primarily with collectible card games and my most recent project is a mobile first strategy...

      Hey all,

      I'm a professional game designer with about ten years in the video game industry. I've worked primarily with collectible card games and my most recent project is a mobile first strategy card game. I'm interested in talking more about video game design, design theory, and more.

      Most of the design topics I've seen on Tildes are focused more on tabletop / board games and I was wondering if there is a big enough population of people interested in discussing game design more from the professional side of video game design.

      Hope to have some meaningful discussion and I'm available to chat about relevant topics.

      36 votes
    4. Show Tildes - Gametje

      Gametje Hi all been working on this project for a while in my spare time. I wanted to share it with this community to see what you all thought. What is it? It is a set of online games (currently...

      Gametje

      Hi all been working on this project for a while in my spare time. I wanted to share it with this community to see what you all thought.

      What is it?

      It is a set of online games (currently only 2) which can be played in person with a central screen (like a TV) or remotely via video chat with screen sharing. Essentially there is a host screen and then each player has their own player screen (laptop or phone etc). It is playable in 8 languages at the moment (feel free to request any others!) It also has an integrated ChatGPT player which can be turned on/off in game settings if you prefer to play without it. There are some game mechanics to identify a ChatGPT answer which can yield some funny reactions if you choose a human's answer! It has Chromecast support and works well on Amazon Fire sticks. Visually, it is still a little rough around the edges as frontend design isn't my forte but the core concept is there. I have been play testing it with friends but have not shared it publicly yet.

      Why is it called Gametje?

      I have been living in the Netherlands for some years and my original motivation for starting this project was to create a game that supported languages other than English. I wanted to incorporate something Dutch into the name. tje is one of the diminutive endings in Dutch. It is usually meant to soften a word or make it "smaller". So Gametje -> a little game.

      Where can I try it?

      https://gametje.com/

      You can either create an account (user/pass with email confirm) or try it out as a guest (navigate to either game, then choose continue as guest). Currently it is free to host a game. Happy to hear any feedback (both good and bad). Hopefully the host provider I am using to run the game will hold up.

      Thanks!

      17 votes
    5. Game development book about creating open worlds, geography and nature?

      Sorry if this is not the right place to post this. I'm interested in a book about game development for the creation of world's, topics I'd like to see covered are: L-System Scene generator Fractal...

      Sorry if this is not the right place to post this.

      I'm interested in a book about game development for the creation of world's, topics I'd like to see covered are:

      Is anyone aware of any material that may help me learn about the implementation of said topics. They don't need to be fully automated like a scene generator. Understanding immersion would also be important.

      And perhaps while I'm at it if you have any favourite game development books I'd love to know them.

      13 votes
    6. Most essential assets for maps?

      So a recurring thing that's come up when discussing ideas for games with friends, or just thinking about ideas: what are the most absolutely essential graphical assets for building a world?...

      So a recurring thing that's come up when discussing ideas for games with friends, or just thinking about ideas: what are the most absolutely essential graphical assets for building a world?

      Obviously, the answer will vary heavily for each game, but for some types of settings, the basic "starter set" is pretty universal. For example, nearly all house interiors will have a bed, at least one type of table (almost always dining), and at least one type of chair that goes with the table. After those crucial basics usually they'll also have some sort of shelf, a dresser, and kitchen counters and a fridge. Outdoor tilesets in 2D pixel art games typically need grass or other ground tiles, path tiles, water tiles, at least one type of tree, and at least one type of rock. From that point, you can expand to include things like fences, buildings, benches, lampposts, etc.

      Trying to figure out a full list of assets needed for any game can be daunting, so I figure I'd ask for input on what you consider the most vital for various types of settings. Starting with the absolute barest necessities for building a basic map (so you can at least plot basic layouts and try to get a sense of the art direction), followed by the most commonly featured items. Could be for individual rooms, specific buildings (like gas stations or restaurants), or specific types of areas (jungles, farms, beaches, etc.).

      Side-note: yes, I know you can use placeholder assets. But it's also helpful to just have a general list of what basic items are needed for reference.

      7 votes
    7. Eight questions for anyone who has developed a game (especially with Unity's Engine)

      (I already wrote this once, but my phone didn't like it and randomly deleted the whole thing... ◕∩◕ ) I've been wanting to develop some games for a while now, and I have an overarching theme idea...

      (I already wrote this once, but my phone didn't like it and randomly deleted the whole thing... ◕∩◕ )


      I've been wanting to develop some games for a while now, and I have an overarching theme idea in mind. I couldn't decide on top down pixelated game or 3D style, because it's more of a visual story kind of game, where you explore, build a base (or several), meet and talk to NPCs, learn the story, etc. I want a lot of detail but I only have (minimal) experience with pixelated games. So naturally, 3D sounds better for a higher detailed, and maybe stylized environment.

      I don't know much at all about code ( for example, I had to look up how to format this post). I don't even know what languages there are other than Java. I make resourcepacks for Minecraft, but that's minimal coding for the .mcmeta file. I do also make fabric mods for it, but I use MCreator for those, which I'm sure is like training wheels for coding.

      I have the skills for graphics for both characters/environments and GUI/HUD elements. I have an idea for my story, and a few ideas for characters. What I know I don't have is experience in balancing things like economies, rpg skills, fighting, and weapons/armor and their upgrades. But I'm not really planning on implementing those, at least not right now. (The economy would be first if I did)

      I recently saw a video on youtube showcasing Unity Engine's nanite environments, and basically, I want in on that. They're gorgeous.

      The Questions

      So my 8 questions are, on a scale of one to ten (ten being basically impossible for one single person to do), how difficult would it be to make these elements in a singleplayer, 3D game for someone without experience (like me):

      1. Sky, ground, objects (like trees, flowers, rocks, etc) and other environment visuals' 3D models for exploration? I need to be able to walk on it, and maybe hit things like trees for lumber.

      2. Base building and gathering the materials to build? This comes with the inventory issue as well (looking at you, Minecraft), which I'm still trying to figure out how I want to do this.

      3. Crafting said gathered materials for building elements and items to gift to NPCs? This will need GUI and workbench, most likely.

      4. Collectibles? Think koroks from BoTW or the museum artifacts in Stardew Valley. I'd like for the player to be able to display these only in/on a shelf/table/glass case inside their base(s).

      5. NPCs with many hours worth of randomized dialogue interaction, gifts to and from NPCs, as well as a few friendship levels and unlockable interactions/gifts?

      6. What would the time frame look like for me to learn Unity's Engine for these elements, or is there a better engine I should be aware of?

      7. What materials might you guess that I'd need to spend money on to make this game? I already have: a Mac, the Adobe Suite, a drawing tablet, all the time in the world, and ideas. Would I need a license for anything?

      8. What have I overlooked? 3D modeling (and not just blocky models in blockbench) is a skill I realized I'd need to learn just as I was writing this post.

      The reason I'm asking so many questions is because I can't tell if trying this will be worth my time or not, and if I could afford to hire someone for parts of it, if need be. I have ADHD, so I'm wondering if this is just the "new shiny thing" that has caught my eye (probably is). I don't want to dive into a major learning session and project development if it ultimately won't go anywhere because it's too hard for my smooth brain.

      Then again, I see some games (what I would consider low quality) that I'm like, "man, I could've done that, that looks so simple and easy!" So basically I have no idea whether I'm near the peak of Mt Stupid on the Dunning-Kreuger graph, or if I'm past it and somewhere in the valley.


      Any advice is greatly appreciated.

      Also, feel free to talk to me like I'm a dumb 5 year old.

      6 votes