Design approach of Ryota Suzuki, mastermind behind Final Fantasy XVI’s combat system
Ryota Suzuki has been in the games industry for over two decades working on various action and fighting games. With Final Fantasy XVI as his latest project, let’s take a look at how he applied his experience and design approach to strike a balance between challenge and accessibility.
UI meets AI: lessons learned from implementing image-generating tools into Playkot’s pipeline
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.
Inside all aspects of Disco Elysium drama: ZA/UM shareholders, “mega crunch”, toxicity, and IP stealing allegations
New details about the drama surrounding Disco Elysium and its creators have emerged thanks to an in-depth investigation by People Make Games. Let’s dive into all aspects of it, from ZA/UM’s shareholder structure and legal disputes to Robert Kurvitz’s creative leadership and his recently registered trademark called “Corinthians”.
How Unity wants to ride AI wave by integrating natural language interfaces and data training capabilities into its engine
Unity has finally shared details on the adoption of AI technologies and new tools coming to the engine and its editor. Let’s take a look at how the company plans to expand in this area and what growth opportunities it sees there.
How Redfall breaks Arkane’s game design pillars and betrays studio’s immersive sim roots
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.
Brief history of Sony’s M&A deals: how PlayStation brought together 20+ first-party studios
Sony remains one of the largest game publishers in the world, constantly expanding both through nurturing internal teams and buying new studios (e.g. its latest acquisition of Firewalk Studios). Here’s a brief guide to the history of PlayStation’s M&A deals and all the developers it currently owns.
Nexters on why mobile devs resort to Non-core GamePlay Ads and is it worth it
Non-core gameplay advertising, which doesn’t show users the core gameplay, is a term that carries a lot of negative weight. Nexters head of marketing Anton Yakovlev has explained why the “misleading” trait might be outdated, also detailing what developers should pay attention to when working with such ads.
What is shader compilation and how it became scourge of modern PC gaming, explained in 5 cards
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.
Navigating game licensing in China: Insights from Playkot on getting ISBN for Spring Valley
At the end of March, Playkot became one of 27 companies that received a special license to release their game, Spring Valley, in China. In our interview with Jane Artemova, the company’s Business Development Manager, we discussed how expensive it was to apply for an ISBN, how long the review process took, what changes were requested by the regulator, and more.
ZiMAD breaks down challenges small mobile game devs face with tips on how to avoid key mistakes
It is difficult for smaller mobile devs to avoid problems that can affect the development and lifecycle of their games. ZiMAD M&A manager Yana Vesnina discusses the key challenges and shares some professional tips in an article for Game World Observer.
What made Resident Evil 4 real game changer: tracing RE4 remake’s roots and diving into its launch
Resident Evil 4 remake has just been released to universal acclaim. Let’s dive into some launch numbers and brush up on how the original game has changed the genre and influenced game developers across the globe for generations to come.
Wo Long: Fallen Dynasty launch: Team Ninja brings innovation to Soulslike formula, along with bag of technical issues
Wo Long: Fallen Dynasty has just launched globally to generally great reviews from critics, but clearly negative reviews from PC players. Here is how Team Ninja’s latest game fits into Koei Tecmo’s portfolio and what sets it apart from the Nioh series.
Inside Wild Hearts’ troubled launch: high stakes, poor performance, and EA’s push for $70 AAA price point
Wild Hearts has just launched globally. Although Omega Force’s new game is appealing gameplay-wise, its technical state could ruin the studio’s plans to build a new monster hunting franchise. Let’s take a look at the title’s market potential and what made Electronic Arts bet big on it.
Why Apex Legends Mobile got shut down despite being EA’s sixth highest-grossing mobile game in 2022
When announcing the shutdown of Apex Legends Mobile, Electronic Arts stated that it no longer lived up to the bar for quality. The reasons, however, must be more complex given that the game has been one of the highest performing titles in the company’s mobile portfolio.
Buying ready-made 3D assets for your game — a time saver or a waste of money?
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.
What is narrative weight and how game designers can manipulate it to add value to certain elements
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.
CD Projekt to end content support of GWENT after 2023: “Gwentfinity” or more like imminent oblivion?
CD Projekt has outlined its plans for GWENT and opened up about the project’s future, which doesn’t look bright at all. The company will stop making new content for its CCG after 2023. But does it mean the game will soon die?