The game development industry brings something new all the time. General Arcade shows the most interesting releases, updates and news of the past week, which are recommended reading for both industry veterans and novice developers.
DOTS, multiplayer services, immersive HD environments with HDRP, high quality lighting and enhanced visuals (even on mobile), DirectX 12 and more.
The game jam itself starts on July 7, but for now, you can find a team.
The new model is designed to reduce the complexity and overhead of managing the configuration of your products.
At first, the company denied that it was AI art, but later these tweets were deleted, and the company apologized, blaming the artist for everything.
Bloomberg released a small investigation about the development of the game.
The new version will be released in November with Blender 4.0. The tool has been completely rewritten, taking into account 10 years of experience, with a focus on performance and memory consumption, architecture and API improvements.
The tool is a large language model that is responsible not only for NPC speech, but also for facial animations.
The post explains what this means and how it will affect your workflow when used under macOS. The Epic Games team also provided a sneak peek at some of the additional new features for macOS, including access to more Unreal Engine Marketplace resources and experimental support for Nanite.
A new game mechanic or ability, one-shot fire walls, glowing platforms, destructible weapons, and more. Examples from both old and modern games.
A tutorial for beginners who want to try out the tool and create their first animation.
His first mobile RPG, Soulvars, was a learning experience: “Developing my first game was a complete learning story. From start to finish, I learned valuable lessons.” The project was a huge success upon release in early 2022, climbing to #1 in paid RPG games and #2 in paid games on Google Play and iTunes in Japan.
Lawyer Felix Wong at IndieGame Business Sessions explains to developers how to avoid many of the pitfalls when interacting with a publisher and when concluding a contract.
But in the article is trying to show that Steam players love long games. They consider games to be their hobby. The whole point of a hobby is to fill time, and many people have a lot of free time. For them, respecting their time means filling it with deep gameplay.
Pawe Sasko talks about his 17 years of experience in the video game industry and illustrates everything with examples from The Witcher 3 and Cyberpunk 2077.
In the new 80 Level digest, we have prepared several educational materials, guides, and resources that will help you recreate your favorite places in 3D space.
The game has over 22 hours of cinematic content. The report provides an exclusive analysis of the key scenes, principles and tools that the project used to maintain high visual fidelity.
NoClip spoke to Gavin Eisenbeis about how he turned a decade of childhood game design into a hit. Although the documentary is about the creation of Choo Choo Charles, it mostly tells us about his path.
Aryan Hanbeck, Art Director of the studio, talked about how the studio works, explained how they hire new employees, and shared some thoughts on how to avoid burnout.
The article presents the impact of SER on GPU performance. Shows the impact on Cyberpunk 2077 and how improved consistency improves performance.
Mark Darrah talks about the pros and cons of using a separate scripting language. You don’t have to move the logic there, thinking that you did better, because, in fact, you just move the hardcode from one place to another.