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Game Development

All articles tagged with #game development

Crimson Desert's Kliff: The Actor Who Fought to Give Him a Real Arc
entertainment12 days ago

Crimson Desert's Kliff: The Actor Who Fought to Give Him a Real Arc

Actor Alec Newman, who voices Crimson Desert’s Kliff, describes a chaotic five-year recording process with shifting plot directions and backstories, and says he fought to inject Kliff’s personal arc and emotional depth beyond a stoic exterior, reflecting the game’s turbulent development but its team’s push to make the protagonist feel real.

From Brainstorm to Bug Day: How a 2XKO Patch Gets Made
technology15 days ago

From Brainstorm to Bug Day: How a 2XKO Patch Gets Made

2XKO’s patch lifecycle unfolds from months of high‑level planning in dev-main to a six‑week branch cut for stabilization, a three‑week Zero Bug Day that triages bugs for fixes versus work‑arounds, and a patch day rollout coordinated by a cross‑team “war room.” After launch, fixes may be server‑side or client‑side, with ongoing juggling of multiple patches and a push to support IRL communities and NXKO events, plus tease of Akali patch 1.1.5 and upcoming dates.

DLSS 5 Backlash Deepens Over AI-Influenced Visual Overhauls
technology19 days ago

DLSS 5 Backlash Deepens Over AI-Influenced Visual Overhauls

The backlash to NVIDIA's DLSS 5 continues after its reveal, with critics accusing it of transforming visuals in ways that resemble an AI filter; NVIDIA contends DLSS 5 fuses geometry, textures, and AI under developer control, while industry sources say it relies on single-frame inputs and motion vectors, leaving developers uneasy about the feature's impact on art and workflows as the tech remains in development.

Crimson Desert Dev Chaos: Inverted Leadership and a Patchwork Feature Set
technology19 days ago

Crimson Desert Dev Chaos: Inverted Leadership and a Patchwork Feature Set

Two anonymous Pearl Abyss developers on Blind allege Crimson Desert was developed in an inverted hierarchy with leaders who dismiss dissent, resulting in a 'hodgepodge' of features and a rushed, cross-game design that supposedly went off the rails before release; Pearl Abyss acknowledged using AI-generated 2D props in early iterations and said they were intended to be replaced before launch. The posts circulated on Korean social media and industry circles, though the claims cannot be independently verified.

Road Trip Revealed: Sakurai’s Story-Driven Expansion for Kirby Air Riders
technology23 days ago

Road Trip Revealed: Sakurai’s Story-Driven Expansion for Kirby Air Riders

Masahiro Sakurai explains Kirby Air Riders' Road Trip, a new single-player mode built from existing gameplay elements with three branching paths and larger world branches. The story centers on machines rather than Riders, featuring a journey that links races, battles, and stage design through a machine-focused narrative and carefully selected route characters drawn from across the Kirby series history.

Blizzard's Titan Disaster: How an Overambitious MMO Shaped Overwatch
technology25 days ago

Blizzard's Titan Disaster: How an Overambitious MMO Shaped Overwatch

Blizzard's Titan was an overly ambitious, one-server MMO that blended sim-like daily-life elements with action gameplay, but hubris and leadership clashes doomed the project. With an estimated $83 million spent, Titan was cancelled in 2013 after years of scope creep and internal push-pull; Jeff Kaplan says the failure was a multifaceted leadership mistake, and its remnants helped birth Overwatch and steer Blizzard's post‑Titan strategy.

Warner Bros. Montréal reportedly trims staff amid ongoing game-division restructuring
gaming26 days ago

Warner Bros. Montréal reportedly trims staff amid ongoing game-division restructuring

Several Warner Bros. Montréal developers say they’ve been laid off, posting on LinkedIn that they’re seeking new roles; there’s no formal confirmation yet, but the moves align with broader cost-cutting in WB’s game division after Paramount’s involvement and ongoing industry-wide restructuring and prior studio layoff waves.

Embark Says AAA Quality Comes With a Quarter-Budget
technology27 days ago

Embark Says AAA Quality Comes With a Quarter-Budget

Embark Studios CEO Patrick Söderlund argues that AAA-quality results can be achieved with far fewer people and a smaller budget by modernizing pipelines, using photogrammetry and procedural generation, and treating AI as a production tool rather than a replacement for actors; Arc Raiders is positioned to make a niche extraction shooter more accessible, with plans for multiple titles without a dramatic headcount increase.

Global game devs bow out of GDC amid safety and border fears
technology1 month ago

Global game devs bow out of GDC amid safety and border fears

International game developers say traveling to the US for the San Francisco–hosted Game Developers Conference feels unsafe due to intrusive border checks, political climate, and personal safety concerns; many plan to skip in-person attendance or switch to virtual events, citing past detentions, surveillance, and risks tied to public statements or identity. Organizers say safety measures are in place, but respondents say policy changes are needed for a return to in-person participation.

Switch 2 Dev Kits Remain Hard to Secure for Some Studios in 2026
gaming1 month ago

Switch 2 Dev Kits Remain Hard to Secure for Some Studios in 2026

Despite improvements since the launch period, several studios still report difficulty obtaining Nintendo Switch 2 development kits for 2026. Arkaden’s interviews indicate kits remain largely unavailable, with some developers needing to wait to be tapped by Nintendo. The reasons are speculative—some fans theorize Nintendo is aiming for a curated experience or a phased rollout—though Nintendo hasn’t clarified. Previous reports of a three-phase launch and widening third‑party support contrast with ongoing kit supply constraints for certain teams.

Final Fantasy VII Remake Trilogy Goes PC-Forward as Visual Foundation
gaming1 month ago

Final Fantasy VII Remake Trilogy Goes PC-Forward as Visual Foundation

Ars Technica reports that Final Fantasy VII Remake trilogy is being developed with PC as the lead platform, with 3D assets created at PC-quality first and then scaled to console hardware. The studio cites growing PC audiences and strong PC sales for recent entries, and says the third installment is progressing on schedule, though platform timing may still vary as releases on different platforms continue to follow distinct cadences.