Mark Darrah on balancing Jade Empire and solving Xbox memory issue: “Sometimes the brute force solution is ok”
In a series of videos on his YouTube channel, Mark Darrah recalls the games he contributed to while working at BioWare. Here are the lessons he learned from the development of Jade Empire, which at the time was the studio’s first original IP since Shattered Steel.
Epic Games launches MetaHuman Animator to produce high-fidelity facial animation based on real actor’s performance
Epic Games has officially launched MetaHuman Animator, a new tool for capturing real actors’ performances and turning them into high-quality facial animation. Here is everything to know about the technology from the Unreal Engine team.
Lessons learned from building test level for BioShock Infinite: vertical gameplay and fake Skyline travel
It is always great to see professional developers share some knowledge and personal experience. Here is a test map that level designer Steve Lee created with Unreal Engine 3 to get a job on BioShock Infinite at Irrational Games.
Tim Cain on how to write design documents and why systems should always support game’s setting and story
Fallout co-creator Tim Cain has detailed the process of writing design documents and how to avoid situations where people are making different games despite working on the same team. Here are some professional tips from one of the most recognized RPG developers.
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.
Mark Darrah on lessons learned from Baldur’s Gate: “If you look for perfection, you’re never going to ship”
Prominent game developer and former BioWare producer Mark Darrah has shared his memories of creating the first Baldur’s Gate. Here are the lessons he learned during the process, including the importance of not chasing imaginary perfection.
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.
Case study: how Belka Games successfully grew competencies within art and UI departments with minimal effort
Growing competencies within a team is a challenging issue, often seen as costly and not easy to approach. However, Anton Danko, the lead artist of Solitaire Cruise project at Belka Games, shares his successful experience in this matter.
Dev tried to make simple game in 8 different engines, including Unity, Unreal, Godot, and GameMaker
There is a wide variety of game engines, from the most all-around and popular ones like Unity to more niche ones like RPG Maker. Here is what can happen when an indie developer tries to make the same game using eight different engines.
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.
Procedural generation tools, Substrate shading system, and other new features in Unreal Engine 5.2
Epic Games has released a preview of Unreal Engine 5.2 and detailed its key features at the GDC 2023. Here are the main new tools and improvements that could change the way developers and artists create worlds and materials.
Dev integrates ChatGPT into Unity to edit projects using natural language prompts
In the era of ever-evolving language models and chatbots, many are wondering how AI technologies will influence various areas, including game development. Here is an example of a possible use case for ChatGPT in Unity.
Epic Games announces Unreal Editor for Fortnite, allowing players to create and publish their own games
Epic Games is now one step closer to realizing its metaverse ambitions. The company will release the Unreal Editor for Fortnite, so players can release their own experiences directly into the world-famous battle royale game.
How AI-assisted RPG Tales of Syn utilizes Stable Diffusion and ChatGPT to create assets and dialogues
Tales of Syn is an isometric RPG in the style of classic Fallout titles. The twist is how it uses the power of Stable Diffusion and ChatGPT to create game assets, backgrounds, character models, and dialogues.