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45 votes
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I'm a game developer with a special interest in horses and riding. I wrote a lengthy guide on what could be done better when adding horses to games.
55 votes -
Starbreeze Studios has announced major changes to Payday 3's creative leadership team – continues to struggle against its decade-old predecessor
9 votes -
The origin story behind Counter-Strike's most iconic map
17 votes -
An in-depth look at Romance in video games
17 votes -
The games behind your government's next war
11 votes -
Building Civilization | A Sid Meier retrospective
6 votes -
Gearbox's first Risk of Rain 2 expansion gets hammered on Steam as developer admits the PC version 'is in a really bad place'
31 votes -
Helldivers 2 support studio Toadman Interactive to shut offices in Sweden and Norway – some positions at developer's Berlin office also at risk
14 votes -
Risk of Rain developer cancels next project to join game development at Valve
27 votes -
The secret inside One Million Checkboxes
65 votes -
A prominent accessibility advocate worked with studios and inspired change, but she never actually existed
20 votes -
“The Door Problem”
26 votes -
The design of Dredge
11 votes -
Godot 4.3 release - A shared effort
48 votes -
Doom Eternal official mod support released, includes the same dev tools used to make the game
17 votes -
How viable is indie game development these days?
With all the talk of layoffs and studio closures, I wanted to know what the opinions and general experience is like as an indie game dev. How viable is it, how successful can you really be with...
With all the talk of layoffs and studio closures, I wanted to know what the opinions and general experience is like as an indie game dev. How viable is it, how successful can you really be with that career and what challenges can crop up?
I started making my own game a while back and got extremely discouraged by the layoffs and technical hurdles I was running into, to the point where someone told me maybe I wasn't cut out for it on discord. This really killed my drive, and it would be awesome to hear about some success stories or even some struggles that you may have overcome.
20 votes -
Why is ‘left stick to sprint’ so unpleasant in games?
32 votes -
Making games for Apple platforms "like an abusive relationship", say developers
42 votes -
There's an EU petition to prevent publishers and devs from leaving games in unplayable states
70 votes -
Why is it so expensive to make games in the United States?
14 votes -
Dinosaur Polo Club opens up to share canceled Magic School project
6 votes -
The horse nerd’s review of Elden Ring – how Torrent satisfies gameplay needs but fails at horse movement
42 votes -
Inside Penny's Big Breakaway - The platform game evolved - developer deep dive
7 votes -
Less than a month after the highly anticipated life sim Life By You was delayed without a new release date, Paradox has announced that the whole project has been cancelled
36 votes -
Let’s write a video game from scratch like it’s 1987
13 votes -
How Embracer's cuts killed a potential Red Faction sequel and gutted a promising studio
13 votes -
Sekiro vs Elden Ring design philosophies
6 votes -
Getting over that game making hump?
Hey, so I'd really just like to get an idea that's been in my head for god knows how long out into a program, even if it's just a demo of what I've imagined. But I never had enough knowledge in a...
Hey, so I'd really just like to get an idea that's been in my head for god knows how long out into a program, even if it's just a demo of what I've imagined. But I never had enough knowledge in a particular engine to just get the idea out. My main programming knowledge is from Java classes, and I've dabbled in enough in HTML/CSS, Javascript, SQL, Powershell, etc. enough to get through classes, projects, small scripts, deployments, etc, so I have programming experience from a conceptual point. But I've never really worked with GUI elements in a serious manner outside the Cocoa IDE handling all the heavy lifting. Any time I get the itch to tackle this I give GameMaker or Godot or something else a try via some tutorial, I never get to the end of it. I figured learning by example would help, but I forget most of the basics on how I'm supposed to set up an object or attribute... Then I try it the other way around where I try to learn it bottom-up and I get overwhelmed if I lose my way in the middle of a process... It's extremely frustrating, I swear I've been through this about three times in the last seven years or so.
I'm curious, has anyone had this much trouble with this? What did you do, what was your in?
20 votes -
Guess I'm still young enough to be angsty over a stupid game jam
I was working on a VR experience showing wealth inequality in true scale. By a habby coincidence I discovered a game jam with the rather blatant title Fuck Capitalism Gamejam 2024 which just...
I was working on a VR experience showing wealth inequality in true scale. By a habby coincidence I discovered a game jam with the rather blatant title Fuck Capitalism Gamejam 2024 which just happened to end in a time span where I'd might be able to finish off my game. So, great, now I have a deadline! I began to plan what I could reasonably expect to finish within that time frame.
But today, I read the game jam page a little more closely. Turns out the deadline is for voting on the submitted games. The game jam had run out a long time ago. So, no deadline. And of course, I became aware that submitting it to said gamejam wouldn't have mattered much anyway.
Guess I just have to keep working on the stupid project. Everything just feels so pointless, because, well, I guess it is. And trying to build up some pretend excitement gets a bit stale.
Anyhow, how are you folks dealing with the good ol' what's-the-point-of-it-all feelies? Is life just a yo-yo movement between hopelessness and semi-engaged pretence of meaning, or are there other roads to travel?
17 votes -
Indie dev baffled after acquaintance clones his game, puts it on Steam, and acts like it's no big deal: 'Happens every day homie'
32 votes -
Former Square Enix exec on why Final Fantasy sales don’t meet expectations and chances of recouping insane AAA budgets
42 votes -
Kerbal Space Program 2 development history
20 votes -
Embracing chaos - how Hyper Light Breaker survived 2023
3 votes -
The 100 games that taught me game design
17 votes -
Warner Bros. gives Adult Swim games back to their creators rather than kill them
46 votes -
Pikmin 4, Pikmin 3, and the scope of adaptive music
10 votes -
Microsoft closes Redfall developer Arkane Austin, Hi-Fi Rush developer Tango Gameworks, and more in devastating cuts at Bethesda
37 votes -
Unity appoints former EA and Zynga executive Matthew Bromberg as its new CEO
26 votes -
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 -
The story of The Oregon Trail
18 votes -
Ugly characters in video games
9 votes -
The making of Pentiment
7 votes -
How hidden Nazi symbols were the tip of a toxic iceberg at Life Is Strange developer Deck Nine
30 votes -
Balatro's 'cursed' design problem
18 votes -
25th anniversary interview with RollerCoaster Tycoon’s creator, Chris Sawyer
38 votes -
'The gold rush is over:' Slay the Spire and Darkest Dungeon devs say that big Game Pass and Epic exclusive deals have dried up for indie devs
34 votes -
Riot's League of Legends MMO is being 'reset,' likely going dark for 'several years'
28 votes -
Baldur's Gate 3: Director Swen Vincke answers all our questions about foregoing DLC, AAA development, and more
18 votes -
Jaeho Hwang (“Dave the Diver” game director) on what exactly is an indie game
15 votes