Game Development
Ongoing coverage on Game Development.
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Lucasfilm wants to do more Star Wars games like Zero Company and Galactic Racer: 'We’ve tried to be more flexible about who we’re willing to take pitches from'
Lucasfilm Games is adopting a more flexible approach to Star Wars titles, seeking pitches from smaller studios for offbeat games like the tactics title Zero Company and arcade racer Galactic Racer. While large AAA games remain essential, Vice President Douglas Reilly stated the company is open to double-A experiences and prioritizing the fulfillment of player fantasies across various genres. This marks a shift from previous strategies, including the exclusive deal with Electronic Arts.
'There's No One Person That Has This Whole Thing in Their Head' — GTA 6 Devs Had Freedom to Add Cool Features Just Like RDR2's Horse Balls
Rockstar Games has granted developers significant creative freedom for Grand Theft Auto 6, allowing for the inclusion of numerous details that even top executives may not be fully aware of. This approach mirrors the development philosophy seen in Red Dead Redemption 2, where unique features like the horses' anatomy were implemented.
Samson studio shuts down as console success ‘wasn’t enough to get the company across the finish line’
The game development studio Samson has shut down, with its success in console gaming not being enough to sustain the company. The studio launched its action-adventure crimeworld game six months prior to its closure.
Xbox biz guy deletes his X account less than 24 hours after saying game devs who don't embrace AI 'should not be in the business of being a business'
Xbox senior business strategy manager Brandon Stirrup deleted his X account after a controversial thread advocating for AI adoption in game development. Stirrup stated that developers not embracing AI are 'planning for a fake future' and that Xbox is actively using AI. His comments sparked significant backlash, leading to the deactivation of his account.
Not even Rockstar heads know everything that's in GTA 6 because devs will just add stuff – which is also how Red Dead Redemption 2 got its absurd horse testicle physics
Rockstar Games' development process for Grand Theft Auto 6 allows for individual creativity, a philosophy exemplified by the detailed horse testicle physics in Red Dead Redemption 2. This autonomy within a structured framework is highlighted as a key factor in the studio's ability to create beloved and detailed game worlds.
Samson Has No Confirmed Next Patch Date After Liquid Swords Bankruptcy
The developer of the open-world beat 'em up Samson, Liquid Swords, has been declared bankrupt by the Stockholm District Court. This leaves the future of the game's patch support uncertain, as the studio's administrator searches for a buyer. The game, released earlier this year, was poorly received and affected by bugs, with the latest update in October addressing combat responsiveness.
Moonlighter dev delays Steam playtest for its "Tower Defensevania" ReVamp over concerns that AI copycats might clone it before launch
Indie studio Digital Sun has delayed the Steam playtest for its upcoming game ReVamp due to concerns about AI copycats cloning unreleased titles. The developer, also known for Moonlighter, will instead conduct a more contained playtest via Discord before a wider public release planned for January 2027. This decision reflects a growing trend of developers taking precautions against AI-driven game cloning, with Alliance Arts also cancelling a demo for Drunken Goddess Reflux for similar reasons.
WoW: Forever Is Soaring, But Midnight Is Struggling
World of Warcraft: Forever is experiencing a highly successful beta and upcoming launch, contrasting sharply with the struggling retail version, World of Warcraft: Midnight. Midnight's latest patch, 12.1.5, was plagued by bugs, particularly in its new labyrinth feature, and received criticism for an anticlimactic character death. Blizzard Entertainment's focus at BlizzCon was heavily on Forever, with less detail provided for Midnight's future or the next expansion, The Last Titan.
Pantheon Rise of the Fallen highlights development on polish and fixing for abilities and zones
Pantheon: Rise of the Fallen continues to provide weekly updates on its development progress, focusing on polish and bug fixes for abilities and game zones. Recent highlights include the completion of an ability tool for developers and a functional prototype for rafts, with ongoing work on NPC improvements, environments, itemization, and the Faerthale zone.
Moonlighter developer delays public playtest of next game over concerns of AI cloning
Digital Sun Games, developer of Moonlighter, has postponed the public playtest for its upcoming game ReVamp due to concerns about AI cloning. The studio fears that AI-generated copies could be released before the original game is finished. This decision follows similar cancellations by other studios and highlights the growing threat of AI-driven game cloning to indie developers.
Chronicles of Elyria’s Jeromy Walsh has dissolved Soulbound Studio and is now seeking work
Jeromy Walsh, CEO of Soulbound Studios and lead developer for Chronicles of Elyria, has announced the dissolution of the studio after over eleven years. Walsh is now seeking new employment, citing the immense stress and lessons learned from the game's long and tumultuous crowdfunded development. The closure effectively ends any remaining hope for the MMORPG's completion.
"Elon Musk disagrees with me. This means I am onto something": Legendary game artist calls out AI billionaires, Tim Sweeney responds "this is bulls***" with Musk's support
Veteran game artist Kenney Vleugels criticized AI billionaires like Tim Sweeney and Elon Musk for pushing AI in game development, arguing they don't understand the craft. Sweeney defended AI's velocity and potential, while Musk supported Sweeney. The debate highlights creator concerns about AI's ethical implications, environmental costs, and potential to devalue artistic work.
The Last of Us inspired Resident Evil 7's course correction because the devs "wanted the critical acclaim other games were garnering," ex-Capcom senior dev says
A former Capcom senior manager revealed that The Last of Us served as an indirect inspiration for Resident Evil 7's course correction, influencing its focus on narrative. Developers reportedly sought the critical acclaim garnered by games like The Last of Us, leading to a more focused and scarier experience compared to Resident Evil 6.
Hollowed Oath works on movement, control, items, and enemy scaling as it nears its first alpha
Hollowed Oath is nearing its first alpha milestone, with God Mode Games detailing foundational additions and adjustments in its latest patch notes. The development team has focused on itemization, enemy progression and scaling, character controls, and movement speed, preparing for the transition from pre-alpha to Alpha 1.
"I was a real anglophile": A Canadian's obsession with Viz magazine is why Grand Theft Auto: London's streets are covered in dogs' eggs
This article explores the development of Grand Theft Auto: London, focusing on how a Canadian team at Rockstar Canada, despite limited direct experience with the city, captured a unique cultural essence. Artist Ray Larabie's obsession with the British parody magazine Viz heavily influenced the game, notably by adding dog mess skid marks to the streets, showcasing how cultural outsiders can offer a distinct perspective on a setting.
Palworld studio doesn't want to just "release 100 new Pals with the next update" as Pocketpair lead says "every Pal should have something" memorable
Pocketpair, the developer of Palworld, is prioritizing meaningful additions over simply increasing the number of Pals in updates. Lead John Buckley stated that each Pal should be memorable, whether through design, abilities, or personality, rather than just adding to a roster. This approach also considers the complex balance adjustments required with each new Pal.
"Sexy sorceresses" and "bare-chested fighters": Dragon Age's original artists wanted to base it on Conan the Barbarian, much to the outrage of the designers
Former BioWare lead writer David Gaider discusses the internal conflicts during the development of Dragon Age: Origins, where art and design teams clashed over whether to draw inspiration from Conan the Barbarian or Lord of the Rings. He explains how the lack of a singular vision led to significant overcorrection between sequels, contrasting it with the more cohesive development of Mass Effect under Casey Hudson.
Wisdom of Nym: Final Fantasy XIV’s relaunch was partly fueled by going away
This analysis argues that Final Fantasy XIV's successful relaunch was not solely due to the number of changes made between versions 1.0 and 2.0, but rather the strategic decision to shut down the game for nine months. This period allowed players to miss the game, focus on its positive aspects, and created a clear narrative of a completely new experience, signaling Square Enix's commitment and gamble on the project.
Former Marathon director says Bungie had "a lot of disagreements" about what to do with the game, which it is…
Former Marathon game director Joe Zeigler revealed that Bungie experienced significant internal disagreements regarding the game's direction. He described the studio as operating in two worlds: one with immense legacy pressure and another characterized by an egoless pursuit of improvement. Zeigler's comments come after Marathon's mixed reception and subsequent layoffs at Bungie.
Star Wars Games Could Get More Interesting As Lucasfilm Looks Beyond The Big Studios
Lucasfilm Games is looking to partner with smaller, independent studios to create a wider variety of Star Wars titles beyond traditional AAA releases. VP Douglas Reilly stated that the strategy involves finding the best partners for specific experiences, not just major publishers, highlighting recent successes like Star Wars Zero Company and Star Wars Galactic Racer. This approach aims to explore diverse genres and fulfill various player fantasies within the Star Wars universe.