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  • Owlcat's Warhammer 40K: Rogue Trader sells 1 million copies
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    Justin Carter, Contributing EditorJanuary 21, 20251 Min ReadImage via Owlcat Games.At a GlanceWith Rogue Trader's success, Owlcat hopes to 'bring more stories to the endless universe of Warhammer 40K.'Warhammer 40,000: Rogue Trader has sold 1 million copies.Developer Owlcat Games revealed the milestone today, which comes over a year after the game's release on Windows, Mac, PlayStation 5, and Xbox Series X|S. "This was no easy task, but you have succeeded, Lord Captains," wrote Owlcat.For some comparison, Pathfinder: Wrath of the Righteous from the same studio sold over 1 million copies in early 2023. That game first released on PC in 2021, then came to last-gen consoles the following year.In a statement, Owlcat's studio head Oleg Shpilchevskiy said Trader's performance "is a sign for us that we, as developers, are working in the right direction. Together with the fantastic team at Warhammer, we were able to create the RPG of our dreams... and we will do our best to bring more stories to the endless universe of Warhammer 40,000."More Warhammer 40K is on the horizonThe Rogue Trader news comes days after Pullup Entertainment revealed Warhammer 40,000: Space Marine II reached 6 million unique players. In its recent financial report, the publisher noted the "exceptional performance" of Saber Interactive's action-shooter.Despite Space Marine II not being on any subscription service, Pullup has repeatedly touted its player numbers in lieu of sales. A month after its September 2024 release, the game was Pullup's best game launch ever, and "among the best-selling titles on major platforms" by the end of 2024.Warhammer owner Games Workshop has already committed itself to more Warhammer titles, including an MMO in the works at Jackalyptic Games. As of last December, the tabletop series is also being adapted into a TV show for Prime Video starring former Superman and Witcher Henry Cavill.About the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Balatro sells 5 million copies after end-of-year spike
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    Justin Carter, Contributing EditorJanuary 21, 20252 Min ReadImage via LocalThunk.At a GlanceLocalThunk hopes players enjoy Balatro and put the attention for their game toward other indies out there.After a "pretty wild last few weeks," LocalThunk revealed Balatro has sold 5 million copies.The roguelike deckbuilder's become increasingly popular since its launch last February on PC, PlayStation 4 and 5, Xbox One and Series X|S, and Nintendo Switch. By mid-December, it'd sold 3.5 million units after coming to mobile that fall, and racked up end-of-year nominations and wins at various outlets and organizations.Balatro's Game Awards boostLocalThunk specifically credited interest from the game's nomination in various categories at the 2024 Game Awards, and hoped players have "an amazing time with it!" The game won Best Indie, Best Mobile, and Best Debut Indie at the event.In the months since its launch, LocalThunk has also pulled back the curtain on how the game was made, and what it originally looked like in an earlier state.Balatro's success hasn't been without its setbacks. Weeks after its launch, it was delisted from various countries after it'd been mis-rated by the European ratings board, PEGI. At the time, the board believed the game endorsed gambling, something LocalThunk and publisher PlayStack said they'd repeatedly told the board was untrue. The creator has also explicitly ensured the game cannot be licensed into a gambling title, now or after his death.As of last month, PEGI rated the game 18+ (or "adults only"), a move LocalThunk could only describe as "comedy. Since PEGI gave us an 18+ rating for having evil playing cards maybe I should add microtransactions/loot boxes/real gambling to lower that rating to 3+ like EA Sports FC."Despite this, LocalThunk is appreciative of those who've put time into Balatro, and suggested those players "try to make [playing indie games] a habit! There's some amazing stuff out there!"About the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • GDC 2025 State of the Game Industry: Devs weigh in on layoffs, AI, and more
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    Beth Elderkin, Content Marketing Manager (GDC)January 21, 20255 Min Readvia GDCAt a GlanceWe surveyed over 3,000 game developers and industry professionals this year (with a 2% MoE).We found thatmore studios adopt Generative AI, even though its increasingly unpopular among developers.Layoffs have continued, to the point where one in 10 developers have lost their jobs over the past year. The last 12 months have seen their share of opportunity and heartbreak for game developers.Industry layoffs have continued, working hours are rising, and investment opportunities are shrinking. But the industry is resilient, as are its developers.The2025 State of the Game Industryreport brings these issues, and how they're impacting the game community, into focus.TheGame Developers Conferencehas released the results of the 13th annualState of the Game Industrysurvey, revealing trends and insights in the game industry ahead ofGDC 2025,which will be held at San Francisco's Moscone Convention Center fromMarch 17-21, 2025.Register for GDC 2025: Early Bird Rates End January 23!We surveyed over 3,000 game developers and industry professionals this year (with a 2% MoE), working with our partners at Omdia and Game Developer to analyze the survey data. We found thatmore studios adopt Generative AI, even though its increasingly unpopular among developers. Layoffs have continued, to the point where one in 10 developers have lost their jobs over the past year. Opinions on live-service games are mixed, and severe weather events like Hurricane Milton and the Southern California wildfires are drawing attention to the growing impact of climate disasters.Here are some of the highlights from the2025 State of the Game Industry.Download the Free ReportLayoffs Continue To Ripple Through The IndustryAccording to this years survey, 11% of developers reported being laid off in the past year. Roles in the Narrative field saw the most impact, with 19% of respondents. Business and Finance saw the least reported layoffs, impacting only 6% of respondents.41% have reported feeling the impact of these layoffs, with 29% observing their direct colleagues being let go and 18% witnessing developers on other teams being let go. 4% reported being laid off due to their studios being closed down.When asked about what reason developers were given for these layoffs, 22% were told it was due to restructuring, 18% cited declining revenues and 15% were due to market or industry shifts. Interestingly, 19% were not given a reason for the layoffs they observed.Developers Are Ever Hesitant About Generative AI30% of respondents reported that they believe that generative AI is having a negative impact on the games industry, which is a 12% increase from last year. Developers pointed to intellectual property theft, energy consumption, a decrease in quality from AI-generated content, potential biases within AI programs and regulation issues as the main factors behind their discontent with the technology.More than half of developers surveyed (52%) work for companies that have implemented generative AI and one-third (36%) personally use them. Respondents within Business and Finance Roles in companies were most likely to use Artificial intelligence tools (51%), followed by Production and Team Leadership (41%) and Community, Marketing and PR (39%).PC Game Development SkyrocketsLast year, 66% of developers reported that they were working on games for PC; this year, that number climbed up to 80%. While the reason for this is unclear, it could be at least partially attributed to the rising popularity for Valves Steam Deck. While the Steam Deck wasnt specifically listed as an option for developers to list as a platform theyre developing games for, of the respondents who chose the Other option, 44% of them wrote in Steam Deck as a platform theyre interested in.Interestingly, web browser games are also climbing in popularity, as 16% of developers noted that theyre working on releases for web browsers (compared to 10% last year and 11% the year before). This marks the most interest game studios have in browser games across the past decade.One-Third of AAA Devs Are Working On Live Service GamesOne in every three AAA developers surveyed (33%) noted that they are working on a live-service title. Across the entire survey base, 16% are currently working on a live-service game, and while 13% noted they are interested in developing live service games, 41% expressed that they were not interested at all.Developer opinions of the value of live service games largely vary. On the positive side, developers recognized the financial and community-building benefits of the strategy whereas those who expressed concern with declining player interest, creative stagnation, predatory practices, microtransactions and the risk of burnout.One of the biggest concerns surrounding live-service gaming was market oversaturation, with many developers noting how hard it is to build a sustainable player base.Most Games Are Financed Through Self-FundingMore than half (56%) of survey respondents reported that they have put their own money into funding the creation of their game. Thats nearly double the next most option of project-based or publishing deals, which 28% noted was where their funding had come from.Those who reported that they had utilized self-funding appear to be a good option, as 89% of respondents listed it as being at least somewhat successful for them. Co-development contracts have observed the highest rate of satisfaction, with one-third (37%) calling the method very successful. Accelerators were seen as the least viable option, with 43% calling the option not successful at all. This was followed by Venture Capital at 32% and crowdfunding at 31%.Climate Change Impacts A Notable Number of DevelopersIn 2024, the impacts of climate change continued to be felt across the game industry, with 16% of developers saying they or their company have been impacted by natural disasters. 76% said they havent been impacted whereas 8% opted for the didnt know option.When asked to specify what natural disasters they or their company faced, 73% of respondents referenced floods, hurricanes, storms and other water-related events. Other disasters referenced include extreme heat, wildfires, and earthquakes.The full survey, which includes more insight into the game development communitys thoughts on these topics and a multitude of other facts and details, is available todownload.View the Free ReportGDC returns this March 17-21, 2025, and our Early Rate is currently live (for a limited time)! For more information, be sure to visit ourwebsiteand follow the#GDC2025hashtag on social media.Subscribe to the GDCnewsletterandRSSfeed.Get regular updates onGDC social mediaincluding Twitter/X, Bluesky, Instagram, TikTok, and LinkedIn.GDC and Game Developer are associated organizations through Informa Tech Target.Read more about:event-gdcState of the Game Industry ReportAbout the AuthorBeth ElderkinContent Marketing Manager (GDC)Beth Elderkin is the content marketing manager for the Game Developers Conference (GDC). She keeps buying new copies of 'Skyrim,' even though she already owns it.See more from Beth ElderkinDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Reflector confirms more layoffs after Unknown 9 falls short of expectations
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    Chris Kerr, News EditorJanuary 21, 20251 Min ReadImage via ReflectorAt a GlanceThis is the second round of layoffs at Reflector, which is owned by Bandai Namco, in around two months. Unknown 9: Awakening developer Reflector Entertainment is laying off an undisclosed number of employees after ending development on an upcoming project.The Bandai Namco-owned studio said continuing work on the unnamed project, which was in the conceptualisation phase, would have been "unsustainable."In a statement posted on Linkedin, Reflector CEO Herve Hoerdt confirmed the decision will result in some redundancies."This decision correlates directly with the failure of the studio's ambitious and courageous first project, a new IP with a rich transmedia universe. The performance of the release didn't come near the company expectations, after numerous timeline adjustments and investments, both financially and other, and didn't warrant any further exploration in this universe," wrote Hoerdt."Unfortunately, this also affects back-office staff, bringing the support teams in line with the single project approach the studio will adopt for the imminent future. Where possible, staff will be assigned to this project, based on an existing Bandai Namco IP, which is shaping up very well."That debut project was Unknown 9, a fantasy action-adventure title pitched as the first entry in an "intertwining" transmedia universe.Reflector said it intended to create a vast "storyworld" across different mediums, but has now conceded Unknown 9 didn't meet expectations.It's a drastically different appraisal to the one offered last year, when Reflector laid off 18 percent of its workforce but insisted the decision wasn't linked to "commercial success or external pressures."Discussing the latest redundancies, Hoerdt said Reflector will support those impacted with "adequate" severance packages, extended health benefits, continued access to counselling services, and proactive career planning support.He said Reflector parent company Bandai Namco will also continue investing in "Western content for global audiences."Read more about:LayoffsAbout the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • EA will shut down Origin later this year
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    Chris Kerr, News EditorJanuary 21, 20251 Min ReadImage via EAEA will shut down its Origin storefront on April 17, 2025.In a brief note on the EA Help website, the company said the PC platform is being scrapped because Microsoft has stopped supporting 32-bit software."If you use Origin, you need to upgrade to the EA app, which requires a 64-bit version of Windows," added the company.Origin had already been supplanted by the EA app, which the company describes as an "enhanced platform for PC Games [...] optimized for the best user experience."In an FAQ, EA states that accounts and games associated with Origin will transfer over to the EA app. Mods, however, might not survive the switch."When you log in, any games you had on Origin will be ready to play. Games that list in-game hours in Origin will list the same hours in the EA app. Anything you've saved through Origins cloud will also transfer," explained EA."We can't promise that mods will transfer to the EA app. Check with mod creators to see if your content can be transferred."Origin users with cloud saves enabled will be able to bring over existing save game data "without any action," although EA acknowledged that some titles don't have cloud save capabilities. Players will need to manually transfer those saves.It's also worth reiterating that the EA app doesn't support 32-bit versions of Windows. That means users will either need to upgrade to a 64-bit operating system or switch to newer hardware to access their games.It's a requirement that could leave some out in the cold.Read more about:EAAbout the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Marvel Snap developer seeking new publisher to avoid another U.S. ban
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    Marvel Snap is back online in the United States but developer Second Dinner is searching for a new publisher to ensure the game remains available in the country.The title was briefly banned in the region due to its links with TikTok owner ByteDance. Marvel Snap is published by Nuverse, which is a subsidiary of the Chinese company.Now, Second Dinner has confirmed the title has returned but explained it wants to avoid a repeat scenario. At present, that means ditching Nuverse in favor of another publisher."Marvel Snap is back online in the U.S. But to make sure this never happens again, were working to bring more services in-house and partner with a new publisher. This is the start of a new era for Marvel Snap," reads a statement posted on X."We know this probably leaves you with even more questions than answers. We appreciate your patience, but in the meantime enjoy playing Marvel Snap."At the time of writing, it appears players looking to download the title from digital storefronts such as the App Store are encountering issues. Second Dinner confirmed it's working on restoring App Store availability but noted "it may take some time" to remedy the situation.The studio added that in-app purchases also remain unavailable on some platforms, but explained web shop purchases are functional.Earlier this week, Second Dinner said it was working around the clock to bring Marvel Snap back online after what it called a "surprise" outage. A message shared with players indicated the game had been banned in the United States.The news came shortly after a U.S. law banning social media platform TikTok (also owned by ByteDance) came into effect. TikTok was banned over purported links to the Chinese government, but as reported by the BBC has been granted a 75-day reprieve in the country by President Donald Trump.ByteDance must now sell its operations in the U.S. to a local buyer or face the prospect of another ban.
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  • Huuuge cutting 29 percent of global workforce to focus on social casino business
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    Polish mobile developer and publisher Huuuge Games is laying off 29 percent of its global workforce.The company confirmed the news in a note to investors last week and said it wants to "streamline operations" and focus on its core social casino business.The layoffs will impact 122 workers company-wide, including 89 employees based in Poland (representing 25 percent of staff in the region)."The workforce reduction is expected to be completed by the end of February 2025 and will not negatively impact the company's revenue," added Huuuge.Huuuge is the free-to-play specialist behind titles including Stars Slots, Billionaire Casino, and Dominos Party. The company explained the redundancies are designed to "improve agility" while reducing costs.With that goal in mind, Huuuge will also be shuttering its 'Huuuge Pods' (a cluster of small internal teams formed in 2023) across the Netherlands and Finland and discontinuing new game development.Huuuge said it remains profitable with $125 million in cash reserves as of Q3 2024. The company will continue to explore growth opportunities through potential M&A investments that "leverage its expertise in monetization and games-as-a-service."Company CEO Wojciech Wronowski said the decision to cut jobs is "never easy" but is indicative of Huuuge's commitment to "accelerating our ability to innovate."Huuuge remains a profitable company, and this marks a pivotal moment as we chart a path forward to deliver even greater value to our players, partners, and shareholders," he added.
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  • Genshin Impact distributor fined $20 million over loot box practices
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    Genshin Impact developer Cognosphere will pay a $20 million fine and block loot box sales to children under the age of 16 (unless they receive parental consent) to settle a dispute with the Federal Trade Commission (FTC).Cognosphere, which trades as HoYoverse in the United States, was accused by the FTC of violating a children's privacy law by deceiving young Genshin Impact players and others about the real cost of in-game transactions and the odds of obtaining rare prizes.A complaint filed against the company by the Department of Justice (upon referral from the FTC) claims the studio "actively marketed Genshin Impact to children and collected personal information from them in violation of the Children's Online Privacy Protection Rule (COPPA)."It adds that HoYoverse didn't accurately disclose the odds of winning "five-star" loot box prizes or adequately explain much obtaining those items might cost. The company is also accused of obscuring that process by implementing a confusing in-game currency system.According to the complaint, some children spent "hundreds or even thousands of dollars" in pursuit of rare prizes."Genshin Impact deceived children, teens, and other players into spending hundreds of dollars on prizes they stood little chance of winning," said Samuel Levine, director of the FTC's Bureau of Consumer Protection. "Companies that deploy these dark-pattern tactics will be held accountable if they deceive players, particularly kids and teens, about the true costs of in-game transactions."A proposed order detailing the settlement explains Cognosphere will be required to pay a $20 million penalty. It will also be:Prohibited from allowing children under 16 to purchase loot boxes in their video games without a parents affirmative express consent;Prohibited from selling loot boxes using virtual currency without providing an option for consumers to purchase them directly with real money;Prohibited from misrepresenting loot box odds, prices and features;Required to disclose loot box odds and exchange rates for multi-tiered virtual currency;Required to delete any personal information previously collected from children under 13 unless they obtain parental consent to retain such data; andRequired to comply with COPPA including its notice and consent requirements.The order must be approved by a federal judge before it can go into effect.
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  • Second Dinner hopes Marvel Snap will return 'within 24 hours' after U.S. ban
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    Marvel Snap developer Second Dinner hopes to have the card battler back online "within 24 hours" after it was made unavailable in the United States due to the studio's links with TikTok owner ByteDance."We've been working around the clock to bring Marvel Snap back up in the U.S. and hope to have it back online within 24 hours. We'll update you once it's back up," reads the latest social media post from the studio.The title went dark on Sunday, with Second Dinner confirming the news on X while pledging to remedy the situation as soon as possible."Unfortunately, Marvel Snap is temporarily unavailable in U.S. app stores and is unavailable to play in the U.S.," wrote the developer. "This outage is a surprise to us and wasn't planned. Marvel Snap isnt going anywhere. Were actively working on getting the game up as soon as possible and will update you once we have more to share."Players who attempted to boot up the title were greeted with a message explaining it has been banned in the United States."Sorry, Marvel Snap isn't available right now," it read, as reported by IGN. "A law banning Marvel Snap has been enacted in the U.S. Unfortunately, that means you can't use Marvel Snap for now. Rest assured, we're working to restore our service in the U.S. Please stay tuned!"Marvel Snap is published by Nuverse, a subsidiary of TikTok owner Bytedance. It looks like that connection is now causing trouble for Marvel Snap and developer Second Dinner after a new U.S. law banning TikTok came into effect over the weekend.That law prevents people in the United States from using the popular social media app and was purportedly ushered in over concerns about its links to the Chinese government.As reported by the BBC, the U.S. Supreme Court upheld the decision on Friday after ByteDance failed to sell TikTok to a company in the United States before January 19, 2025.Although the ban was upheld, President-elect Donald Trump claims he will "likely" give ByteDance and TikTok a 90-day reprieve after he takes office on January 20.In the meantime, Second Dinner co-founder and chief development officer Ben Brode indicated players in the U.S. can use a VPN to circumvent the ban."I am hearing that VPN software will allow you to continue playing Marvel Snap in the meantime, as long as you pretend you're from Canada or something," he noted on Bluesky.It was previously reported that Bytedance was restructuring its video game business and discussing a potential asset sale with Chinese conglomerate Tencent, which was recently added to a list of "Chinese military companies" by the U.S. Department of Defence.Bytedance confirmed it "made the difficult decision to restructure our gaming business" in November 2023, but it remains unclear which subsidiaries were impacted.
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  • Original Donkey Kong Country Returns devs omitted from HD remaster's credits
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    Players of the newly released Donkey Kong Country Returns HD discovered original creators at Retro Studios aren't featured in the credits. Instead, the remaster's credits acknowledge how it's "based on the work of the original development staff."We've seen greater scrutiny over crediting (and their omissions) within games lately. Credits for recent high-profile titles like Marvel's Spider-Man 2, The Callisto Protocol, and Skull & Bones failed to properly list translators or staff who left the studio before the game's release.Nintendo has previously come under fire for this practice. The music app it launched last year features soundtracks from its first-party games and doesn't credit their respective composers. External translators also previously alleged they repeatedly weren't credited properly by what was described by sources as Nintendo policy.Not the first Retro Studios crediting gaffeLike the Donkey Kong remaster, the credits for 2023's Metroid Prime Remastered say it's "based on the work of Metroid Prime (original Nintendo GameCube and Wii versions) development staff." Zoid Kirsch, a former Retro engineer on the original Prime, said at the time he was "let down" by the lack of proper crediting. "I worked with so many amazing people on the game and everyone's name should be included in the remaster, not just a single card like this."In a statement about Donkey Kong Country Returns HD, Nintendo told Eurogamer it "believes in giving proper credit for anyone involved in making or contributing to a game's creation, and value the contributions that all staff make during the development process."At time of writing, it has not explained why it omitted the original Retro team from the remaster's credits. Likewise, it has not said if it will update the credits, which previous developers like Obsidian have done.
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  • A developer's guide to effective localization in Unreal Engine
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    IntroductionLocalization is one of the most critical yet often underestimated aspects of game development. As global audiences grow, players expect to experience games in their native language, making effective localization a necessity, not a luxury. However, it's much more than just translating textit involves addressing technical challenges, cultural nuances, and workflow optimizations to ensure a smooth and seamless experience across multiple languages.In this article, Ill walk you through the complexities of localization in Unreal Engine, sharing insights based on my experience with Wizard of Legend 2. From gathering and managing text to overcoming issues like incorrect formatting, gender-specific language, and font handling, Ill highlight key areas that can cause delays and how to mitigate them.This is not an introductory article, so I expect you to be familiar with Unreals basic localization tools. If youre new to the subject, resources below are great to learn the basics. Once youre ready, lets dive into the real-world challenges and best practices to help you plan your localization process more effectively.Localization in depth -This series of videos will cover all the basics you need to work with Unreal's localization pipeline.How to make localization friendly UIMinimum you must know about unicode- Read this article to familiarize yourself with unicodeGathering textGathering text is straightforward. Open the Localization Dashboard, press the "Gather Text" button, and voil, it's done!However, there are two major problems that will take up a significant amount of your time:1. Irrelevant TextsUnreal gathers many irrelevant texts. In our case, about 80% of the text that appeared in the gathering results was irrelevant. These seemed intended for engine localization, not game content, but they appeared regardless of the filter preferences set.To address this, you need to filter the locations where your gather text command looks for text. At the later stages of development, this can be a daunting task, and its challenging to ensure that your filters cover all of your game content.2. Incorrect Text TypesAnother common issue is encountering many texts with the wrong type. In Unreal, every localizable text should be of type FText, but developers sometimes use FString instead. Worse, they might use FText initially but later change its value using FStringwhich is easy to do, as converting between FText and FString is very easy.Its a good idea to familiarize your entire team with localization principles in Unreal from the start and assign someone to supervise the localization process. You should periodically run the "Gather Text" command and ensure that your filters cover the majority of your texts. As your project grows in size, it becomes much harder to find the texts that need localization.Later, I will explain how to automate your pipeline so that AI can translate your texts into other languages, allowing your QA team to spot unlocalized text while testing the game in a different language.FText vs FString HellIf you've watched the tutorials mentioned earlier, you know that converting FString to FText (or vice versa) is a bad idea. But its so easy to do that I want to remind you again!We had some cases where FText was cast to FString, passed to a function, and then cast back to FText inside the function. The text appeared to be a regular FText unless you attempted to access its original string or sent it over the network to a client with a different language.Casting from FString to FText is also automatically done by the Blueprint system if you change the type of your text from FString to FText or vice versa. So, keep an eye on these conversions and fix them as soon as you spot one.There are a few cases where casting FString to FText makes sense (e.g., printing debug text on the screen), but in general, its a red flag.Human languages are a mess!We decided to introduce gender customization very late in development. From a gameplay perspective, it seemed simple: create a female model, add a UI to let the player choose the wizards gender. Done, right? Unfortunately, no!Some languages, like Persian and Kurdish, are gender-neutral, but others, like French and Spanish, are not. The introduction of gender customization forced us to retranslate every sentence involving our character, since its gender was determined at runtime, and the text also had to be dynamically crafted based on the gender.[1]Unreal already supports the {var}|gender(masculine, feminine, neuter) construct. If you pass ETextGender to the var parameter in the FormatText function, it works perfectly. However, we didnt use this feature.Our development language was English, which is largely gender-neutral. But to support gender using Unreals construct, we would have had to define a {var} for gender in all our texts. This would have allowed us to pass ETextGender to the FormatText function, which other languages could use if needed. This approach is easy to forget, and implementing it late in development requires significant effort.Instead, I wrote a custom construct that could be absent in the original text, and implemented a processor that could parse the construct and select the correct string based on the characters gender. This allowed our English text to remain clean. The construct is very similar to the Unreal construct [masculine|feminine]Additionally, this construct is flexible. Although we didnt need it, you could introduce a header like [header: masculine|feminine|neuter] to support different genders for the speaker and target.Another issue youll need to address is pluralization and singular forms. I encourage you to use Unreals {number} {number}|plural(one=,few=,many=,other=) construct.Certain languages may present other challenges. For example, in Turkish, the percent symbol comes before the number (e.g., %5 instead of 5%). Additionally, text highlighting might not work in languages like Chinese, where words arent separated by spaces. These issues are difficult to spot, so allocate time to handle them.FontsHandling fonts for different languages can be a real headache.You might be tempted to create a single font that supports all the languages in your game. This isnt a good idea because, for example, the font used for Chinese might overlap with the English font, and merging them could create inconsistencies. Even if you manage to separate the fonts cleanly, theres a limit to the number of glyphs a font can support.Another approach is to use Unreals asset localization, creating localized versions of your font asset. Unfortunately, this approach has its own drawbacks. When you change the games language, in-game texts change immediately, but Unreal only loads the localized font assets when the game is restarted. This results in players seeing question marks until they restart the game or switch back to the original language.A better solution is to use Unreals font handler feature, which allows you to choose a specific font based on the current locale. While this works, it's not ideal. For example, in the settings menu, you might want to display each language's name both in the current language and in its native script (e.g., "Farsi ()"). If the font is only selected based on the locale, you either have to support Persian letters in all your fonts or you'll see question marks.Whats the best approach?The approach I found best is to use Unicode ranges and assign each font to a specific range.Our default font covered all European languages, but Chinese and Japanese were more challenging. Since the Unicode range for Kanji characters is mixed, and simplified Chinese, traditional Chinese, and Japanese all use the same range, it was impossible to have separate fonts for each language. We tried various fonts, some of which promised to support both Chinese and Japanese, but when we tested them, we found missing characters. Some fonts were acceptable, but Chinese users found them unreadable. Eventually, the translators came to the rescue and provided me with the link below, which offers standard Chinese fonts: https://github.com/wordshub/free-font.Translation pipelineWorking with a translation team is a challenging management and software development task.As a programmer, you need to create a pipeline that facilitates communication between your team and the translation team. Since each teams structure is different, I wont go into specifics, but Ill offer some general advice.First and foremost, understand the software your translation team is using. Ensure that encoding is consistent throughout the pipeline. If not, you may encounter issues like numbers showing up instead of carriage returns or previously translated texts becoming corrupted. A good rule of thumb is to handle the conversion yourself. For example, if theyre using Excel, give them Excel files instead of CSVs (especially since Microsoft Excel doesnt ask for encoding when importing CSVs!). Depending on your workflow, you might need to write some converters or even create your own format (e.g., for versioning or tagging).The ideal workflow is to provide the translation team with a single file and retrieve the same file after translation. However, since translation deadlines are usually before the release date, some content might not be ready. In such cases, you can use string tables: write the texts in there and once the content is ready, you can reference the string table for the localized text. However, as translation progresses, your team might realize they missed some texts, and you might need to provide additional files. How you manage multiple files will depend on your pipeline, but be prepared for this.Building a robust pipeline is time-consuming, and youll likely need to refine it several times, but it can significantly speed up the process.You can start by using the commands available in Unreals Localization Dashboard. These can be easily called in a Python script without needing to open the engine. Ive included a simple example at the end of the document.With these building blocks, you can do all sorts of interesting things. For example, you could export your texts every night, convert them, and upload them automatically to your translation team. After the localization deadline, you can adjust your merge pipeline to check for word count. If new text has been added, you can prevent the merge from proceeding.Another useful application is to gather all your texts and use AI translation services to translate them, then have your internal QA team test the game and identify unlocalized texts before you send them to the translation team.Finally, note that text compilation isn't triggered when you build the game, so you'll need to trigger it manuallyor better yet, configure your build pipeline to call CompileText automatically.Platform considerationsIf you are planning to publish your game on platforms like PlayStation and Xbox, be aware that hardware, software, and concepts are referred to differently across platforms. Platform owners expect you to follow their standards in all the languages you support; otherwise, your game may be rejected. For example, you cannot simply use the word "Controller" across all platforms. The term "Controller" is called differently on each platform, so your game should refer to it according to the platform-specific terminology.You could create a construct that takes the current platform as a parameter and selects the appropriate term based on the platform, or alternatively, you can use different text for each platform.Its a good idea to create a table of these terms, alongside their expected translations in different languages for each platform, and provide it to your localization team early in the process. Reviewing all the texts afterward can be time-consuming and error-prone.ConclusionLocalization can be challenging and time-consuming, and you need to be prepared for it. It is an essential part of modern game development. Players expect to engage with games in their native language, and failing to provide this at launch can lead to negative reviews and missed opportunities. I hope this article has provided valuable insights into the challenges and solutions, and that it helps you approach localization with a clearer understanding.Good luck with your localization efforts, and I wish you great success!
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  • UK Games Fund nets 'next level' 5.5 million funding package for 2025-2026
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    Justin Carter, Contributing EditorJanuary 17, 20251 Min ReadImage via UK Games Fund.At a GlanceThe UK government's latest opportunity 'eclipses' previous UKGF grants, and will go toward up-and-coming game developers.The UK Games Fund secured 5.5 million (or $6.7 million) from the country's Department for Culture, Media and Sport at a recent Creative Industries event in Gateshead.According to the UKGF, this funding will last throughout the 2025-2026 period and "eclipses all previously annual grants." In past years, the government awarded a respective 5 million and 3 million to the organization in 2023 and 2024.Driving growth in the UK's creative fieldsThe funding is also part of larger 60 million package to "drive growth" amongst the country's creative industry. Of that, 40 million was put toward start-up game developers, British film and music exports, and non-London creative businesses."Were looking forward to be back supporting our community over the coming year," wrote UK Games CEO Paul Durrant. "Times are challenging, and hopefully we can play a key role in the recovery."During the Gateshead event, Nandy emphasized the "key role" UK developers and their IP serve in the country's economic development. She further highlighted how the UKGF's support programs, such as its Tranzfuser graduate enterprise and DunDev residential accelerator, "have been shown to be highly impactful in driving growth."For start-ups and new developers interested in applying for funding, the UKGF said more news on that front will be offered "soon."Read more about:FundingAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Opinion: Yes, the Switch 2 is alarmingly sensible but let's all just take a deep breath
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    How do you follow a console that has sold over 146 million units worldwide? That's the conundrum Nintendo is attempting to untangle with the Switch 2.The Switch has become the best-selling Nintendo home console of all time by some margin, eclipsing the 101 million lifetime sales of the Nintendo Wii with apparent ease.If it can top the 154 million sales mustered by the Nintendo DS, it will cement its place as the best-selling Nintendo console in history. That would represent an enormous achievement for the Japanese companyand you have to wonder if it would ever be surpassed.Yet, irrespective of whether the Switch eventually takes that crown, the hybrid device will forever be known as the console that proved Nintendo still had the juice. Its predecessor, the Wii U, sold just 13.56 million units across its lifetime.It was a measly return in the aftermath of the Wii's meteoric ascent and raised questions as to whether Nintendo had shot itself in the foot by failing to effectively differentiate the Wii U from the Wii in the mind of consumers.For better or worse, Nintendo isn't making that mistake this time around.In its fleeting reveal trailer, Nintendo slapped a colossal '2' next to the Switch logo and showed the original console transform into something familiar yet different.Like a serpent shedding its skin, the Switch 2 is a more refined version of its forebear. A distinctly 'new' offering that still feels immediately recognisable. New buttons, more curves, additional ports, and reworked Joy-Cons that some viewers believe hide a spark of creativity are the immediate differentiators, but those additions represent iteration rather than revolution.It's definitely another SwitchNintendo has previous in that regard. The company often produces revamped versions of existing tech. The Switch OLED, Nintendo 3DS XL, and Wii Mini all spring to mind. Where the Switch 2 differs is in how it will mark the beginning of a new hardware cycle.For years, we've become accustomed to Nintendo kicking off a fresh generation with barmy, unpredictable experimentation. Irreverent technology (and jubilant first-party software to match) that can't reasonably be compared to the rotund boxes released by Microsoft and Sony. This time, Nintendo is joining its rivals in playing it safe. In promising more of the same, but better, and hoping that'll be enough to repeat the success of the past.It's an understandable position given the company's not-to-distant failings, but one that feels distinctly un-Nintendo. It's entirely possible the Switch 2 is hiding a few new tricks. Some keen-eyed viewers posit the reworked Joy-Cons could double as mouse-like controllers, offering new ways to play. Yet, Nintendo doesn't plan on releasing concrete tech specs for another couple of months, so that remains wishful speculation.Reinventing the wheel is overratedjust ask 12,000 years of wheelsTaking into account what we do know, the Switch 2 appears overwhelmingly beige. The vibrant colourways of the original Joy-Cons have been ditched in favor of homogenous grey. A bigger screen promises a little extra real-estate, but it's unclear whether Nintendo is prepared to make OLED the standard. A new 'C' button has spawned theories galore, but it's probably sensible to temper expectations as to how much innovation can be squeezed into a single input.The fact there is so much speculation over so little suggests the industry is struggling to reconcile itself with the idea of a Nintendo that is content (at least for now) to temper its adventurous side in pursuit of what it must feel are guaranteed returns.A modern mystery worthy of Miss MarpleAs we've already covered, the Switch sold like diamond-encrusted hot cakes slathered in gold. A key part of that success was how Nintendo was able to hit a palatable price point and gently iterate with the Switch Lite and OLED models, encouraging multiple sales within the same household. If it can do the same again, you'd have to expect a comparable uptake.Nintendo's first-party catalogue has also been superlative over the years, with Mario Kart 8 Deluxe (a more complete version of the Wii U release) having sold over 64 million units on the Switch alone. It's no surprise Nintendo seemingly chose to tease a new entry in the franchise alongside the Switch 2. Others like Animal Crossing, Pokemon, Super Smash Bros., Super Mario, and The Legend of Zelda chipped in with aplomb, selling eye-watering amounts over the years.Beyond that, it's vital to consider the console's wider impact. If imitation if the sincerest form of flattery, then Nintendo must feel like the bell of the ball. A massive list of hardware companies and platform holders have attempted to replicate the form factor of the Switch in the eight years since it launched. The Steam Deck, Asus ROG Ally, Lenovo Legion Go, and so many others all promise some version of portable gaming in a Switch-like package. Hell, even Microsoft is openly talking about developing a handheld in what would be a notable first for the company.This is the reality of the post-Switch world. It cannot be understated just how influential Nintendo's hybrid device has become since debuting in 2017. For the first time in decades, here was a machine that genuinely changed how we played by dissolving the barrier between handheld and home consoles.Will I be disappointed if the Switch 2 is completely devoid of whimsy? Yes, there will be pangs of melancholy, but then I also trust Nintendo to innovate in other ways. This is the company that turned The Legend of Zelda into a physics playground with Tears of the Kingdom, implemented a mechanic called 'Mouthful Mode' just to let Kirby swallow an entire automobile, and developed an alarm clock dubbed ALARMO because why the fuck not? Maybe we shouldn't despair just yet.
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  • Sony cancels two live service projects including God of War title
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    Chris Kerr, News EditorJanuary 17, 20251 Min ReadImage via SonyAt a GlanceSony has scrapped more live service titles just months after killing multiplayer shooter Concord.PlayStation maker Sony has canceled two unannounced live service titles in development at first-party studios Bluepoint Games and Bend Studio.The company confirmed the news to Bloomberg and stated both studios will remain operational.In a post on Bluesky, Bloomberg reporter Jason Schreier said one of those projects was a live service God of War title in development at Dark Souls remake developer Bluepoint.Sony explained both titles were canceled following a "recent review." Although neither studio is being shuttered, Sony didn't state whether the decision will lead to layoffs."Bend and Bluepoint are highly accomplished teams who are valued members of the PlayStation Studios family, and we are working closely with each studio to determine what are the next projects, a company spokesperson told Bloomberg.Sony has canceled a number of live-service projects in recent years, including multiplayer shooter Concord.Concord was a high-profile miss for the company. It was pulled from sale within weeks of release and eventually canned. Developer Firewalk was then shuttered by Sony, with the studio claiming certain aspects of the title "didn't land as we hoped."As noted by Bloomberg in December 2023, the Japanese console maker previously shelved a multiplayer take on Marvel's Spider-Man.Last year, Sony did find success with Helldivers 2. The company published the lauded multiplayer shooter from Arrowhead Game Studios to cement its position as a PlayStation console exclusive. The title has sold over 12 million copies to date.It also, however, laid off hundreds of developers across key subsidiaries such as Insomniac, Naughty Dog, and Guerrilla Games. Other internal studios, including Firewalk, London Studio, and mobile developer Neon Koi, were closed.Read more about:[Company] PlayStationAbout the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Microsoft files patent for 'altering narrative experiences' with genAI
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    Justin Carter, Contributing EditorJanuary 16, 20252 Min ReadImage via Microsoft.At a GlanceThis genAI-related patent comes after Microsoft teamed with AI dev Inworld to create AI design tools for Xbox developers.Windows Central uncovered a 2024 patent from Microsoft on using generative AI to "aid in the creation of the game narrative."The patent, which was filed last June, abstractly describes using the technology or other foundational models to "create new game content responsive to player input, measure player engagement metrics during gameplay, and/or modify the game based on the generated new content and/or player engagement."Its more detailed description likens genAI elements to "co-pilots" for game designers that could use natural-language descriptions (or image and audio files) to "provide many creative variations" to designers. From there, a designer would "augment or refine the prompt based on the model output...to iteratively design the game, or its initial version."In November 2023, Microsoft struck a deal with AI developer Inworld to create a multi-platform AI toolset and character runtime engine. As it pertains to its various first-party teams, the latter was pitched with the possibility of generating stories, quests, and dialogue, which are key features to narrative-focused studios and their projects.Microsoft hopes you L3+R3 to accept genAIThe patent's description also notes how genAI could allow players to become a game's "co-creators...as a result of their exploration of and interaction with the game." It posits that genAI could use player tracking as a form of "implicit feedback for the next iteration of the game." As such, players could diverge from the developers' curated game experience and "explore new possibilities" which are then incorporated into subsequent iterations.Similar language about genAI's impact on games, and players in particular, has been used by executives at Netflix Games and EA. Major publishers have embraced the technology for various purposes, such as in-game moderation, AI companions, and creating models of real-world people.Meanwhile, a survey from last August shows developers still have reservations about it. Of those asked, 30 percent believe it will help reduce costs, and 35 percent think it'll similarly lead to reduced quality in games. Separately, a January 2024 survey revealed 31 percent of developers have taken to using genAI outside of work.As with the recently unveiled deluge of patents from Sony, Microsoft's patent doesn't instantly mean it has eyes on genAI for its future Xbox games. But it does offer a view into how the company thinks it could benefit its developers and player base as it charts out what to do with the technology.Read more about:Generative AIAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Krafton aiming for 'big franchise IP' via first-party and publishing expansion
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    PUBG publisher Krafton has outlined its business strategy for the next five years, and the overall goal? Find a "big franchise IP."During a recent company all-hands, CEO CH Kim discussed his plan to build its properties into long-term franchises "with a high potential for long-term success...that will build on the success of PUBG: Battlegrounds." The battle royale title has been a strong revenue driver for Krafton, and has two offshoots: a version of PUBG specifically for India, and the spinoff game New State Mobile, available worldwide on iOS and Android.Part of Krafton's plan involves its first-party teams, which include Striking Distance Studios, Unknown Worlds, and the recently-revived Tango Gameworks. Krafton will "boost investment" into those 14 studios to help "enhance pipelines, attract top-tier talent, and further specialize development capabilities."Additionally, it's looking to "evolve" its studio management system. To reach "sustainable growth," it will "efficiently allocate resources" across all stages of game development "to maximize the potential of its most competitive IPs."Finally, Krafton aims to "actively expand its userbase and revenue" through diversification. Kim mentioned second-party publishing and licensing, such as its agreement with Pocketpair to create a mobile version of Palworld.Make my Krafton grow!At the all-hands, Kim affirmed this three-part plan would "aim to drive exponential growth in [our] corporate value."Throughout 2024, Krafton made sizable investments into new studios Red Rover and Eschatology Entertainment, plus non-game video platform Spoon Labs. Kim's plan doesn't address how those factor into the company's mid or long-term plans, such as potential acquistions. Likewise, he doesn't bring up deep learning or using generative AI in the company's titles, which he showed interest in last year.
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  • Five takeaways from Matthew Ball's 2025 State of Gaming data
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    Can any one person describe the entire state of the video game marketplace? Entrepreneur, author, and Epyllion CEO Matthew Ball is certainly giving it a shot. The man who wrote "The Metaverse" is out this week with a slide deck full of data and analysis capturing the economic headwinds facing the business.Ball's presentation gets to the heart of a very uncomfortable fact: according to analysts, video game spending didn't just fail to grow after the COVID-19 pandemic, it dipped 3.5 percent in 2022 and only climbed back a few percentage points by the end of 2024. Other data points, like a declining amount of playtime in games, are also enough to trigger game developers' anxiety (and mine!).Ball identifies the slowing growth as being a symptom of major interlocking growth drivers of the period between 2011-2021 (when consoles and mobile devices exploded in capabilities and new social networks came online) losing steam. It's not a pretty picture, but this is a business built on solving big problems by staring them right in the face.His lengthy explanation of the complicated market effects at play might warn investors and executives from investing more in the video game businessbut that leaves and opportunity for savvy developers and leaders to slip in and find victories where others retreated.I have no doubt this slide deck is bouncing through the inboxes of various studios right now and sliding across the desks of different C-suite execs. If you want to make the most of Ball's data, you'll need to think about how it applies to your day-to-day life. Here are a few takeaways that might resonate with rank-and-file developers.Video game budgets have to come downThis is probably thuddingly obvious to many of our readers but Ball's data makes a very clear point: video game budgets are too dang high. The amount of money invested in individual games is becoming more difficult to turn a profit on when a fewer percentage of players are picking up new games every year. "Excluding annual releases, but including sequels, only 6.5 percent of gametime in 2023 was for new games," Ball writes. "Always On" games-as-a-service titles released before 2019 earned the most "gametime" in that year. "Tens of billions in development and marketing investment and thousands of games competed for that 6.5 percent of total players hours (and four titles won half of it)."Marvel's Spider-Man 2 is the unfortunate poster child for Ball's breakdown here, as his breakdown of sales versus budget of the widely beloved sequel relative to its predecessors shows the heart of the problem. The series' production budget shot from just over $100 million to over $300 million across three games (Miles Morales clocked in at just over $150 million), but lifetime sales of the series haven't increased exponentially.Image via Matthew Ball.Pair that against the small market share the series is competing for and the economics become rough. I don't know the fate of the budgets for future Marvel's Spider-Man games, I do know Insomniac is aware players aren't necessarily seeing the payoff of the increased spending, a fact that came out in the frustrating dump of leaked documents obtained by hackers targeting the studio.Now here's where things get hard: how do you reduce budgets? There are only three major tools: lower salaries, lower development time, or lower headcounts. Each has frustrating tradeoffs that in many cases, punish workers and reward executives who ballooned the budgets in the first place.Devs need to dance with governmentsBall's data points to two obvious ways government regulators could influence the game industryone explicit, the other implicit.The implicit argument isn't clearly stated, and I wonder if Ball would take issue with my analysis. But reading between the lines, an understated challenge of bigger budgets is this: game development is hit brutally hard by the cost of living and inflation. As we discussed last year, the same number of developers you stick on a game costs dramatically different depending on the country you're operating in. Developers in higher-cost-of-living regions are being undermined by ones in lower-cost-of-living regions, and developers in the latter territories risk being exploited because they have less agency to leverage better wages.Image via Matthew Ball.Ball's explicit argument targets the purported monopoly Google and Apple have on their mobile platforms. He says that if the iOS and Android app platforms need to "open up." New stores could, among other things, drive competition that lowers the 30 percent "platform fee" claimed by Google and Apple, drive new discoverability methods that connect players to a wider variety of games, and spark innovation for new genres of games.Both topics may require industry leaders to grit their teeth and press local and national governments in support of regulatory action. Industry lobbying groups to date have largely focused on tax breaks and legislation surrounding the import cost of parts and access to internet bandwidth. That's a lot of work invested into legislation that primarily benefits the world's largest publishers and studios.Just like Mr. Smith, it's time for video games to go to Washington (or London, Ottowa, etc. etc.).Players respond to exciting "new genres"but where do new genres come from?Speaking of new game genres, Ball's analysis concludes that the emergence of new game genres could be a shot in the arm for the video game market place. He points to the era of the battle royale genre's as being the kind of event that can drive new growth. The industry, he says, could use a shot of innovation.His suggestions for where new genres might come from are concentrated on possible technological advances in "mass concurrency," "high-bandwidth data streaming," "higher-persistence game worlds," and "cloud native games." His analysis of generative AI also focuses on the technology's potential to introduce new genres, as some developers like those at Hidden Door are experimenting with.Image via Matthew Ball.Ball's technology-focused thinking isn't out of place, as many previous industry advances came out of graphical and rendering advances. But there might be a missing variable here: unpaid modding.Many breakout new genres of the 2010s began life as mods (born of unpaid labor) for entirely different games. That goes for MOBAs, battle royale games, tactical shooters like Counter-Strike, and more.That trend muddies of the waters of where developers can find true innovation that will land with playersand who benefits from it. Valve and Blizzard jumped into action to try and profit off genres built on mods of their games. Meanwhile, Brendan Greene was lucky to find a business partner that could turn his ARMA 3 mod into a full game, but Epic Games fast-followed with Fortnite so hard it became the defining version of the genre in the United States.A bubbling example of this phenomenon right now might be Grand Theft Auto Online's roleplaying servers. Their popularity speaks to Ball's analysis that the next generation of video game players prioritizes social play over competition, and right now Rockstar Games is the beneficiary of unpaid time and labor from players setting up their own mini improv theaters. Will Rockstar build on this audience after the release of Grand Theft Auto VI? Will other developers swoop in to try and eat their lunch?Internationalism is impacting the market (and boosting PC market share)Video game analysts from the early 2000s have a fair bit of egg on their face as one of the few bright spots for the traditional video game marketplace is consistent growth in the world of PC games. Declining sales around 2010 led some to think consoles and mobile would inevitably beat out PC games, which were (and sometimes are) difficult and fiddly to get running."Twenty years ago, PC's share of non-mobile console spending was 29 percent. It's now 53 percent," writes Ball. "And while console [spending] has stagnated since 2021, PC has grown 20 percent."Before you jump out of your desk and greenlight another generation of flight simulators, you should check out why PC spending is growing. "The largest share of Steam users now use Chinese as their default client language (which probably underrepresents China's total share of Steam users)," says Ball.Additional data he shares shows that Chinese client language users are among the group that has grown the most on Steam from December 2021 to September 2024. This group represents what many publishers hope to reacha "fresh audience" with different tastes and interests than the more calcified existing market.But while Chinese player spending on video games has grown by $39 billion since 2011, only 20 percent of their domestic spending goes to imported titles. Spending on imported titles declined five percent from 2023 through 2024. Ball compares this phenomenon to one also taking place in the film industry: locally-made entertainment is outpacing imported entertainment across the globe in China, Nigeria, and India.Image via Matthew Ball.Box office hits like Wandering Earth, A Tribe Called Judah, and RRR are cinematic cousins of Black Myth: Wukongentertainment produced by local artists that are wildly popular in their countries of origin and also find audiences abroad."As foreign markets grow, their domestic production capabilities and supply grow too, and this always results in national preferences then shifting to local product," Ball observes.There's opportunity for the game industry to meet this moment. We've seen rustling from South Korea about expanded interest in triple-A games alongside the country's longtime passion for free-to-play multiplayer titles, and regions like Brazil and Eastern Europe are following similar trends.If you're not in those regions, you might wonder how your neck of the game industry can benefit. For now, the best I can offer is that if overseas audience spend more time on consoles and PCs than mobile devices, developers have an opportunity to catch some of that interest by investing in localization.Understanding player socialization should be a priorityWoven through Ball's analysis is another long-running trend: how players and why socialize through games is changing.The Roblox phenomenon, for instance, isn't just about younger players being drawn to blocky graphics and user-generated content, it's that the platform's flexible tools have become a haven for self-expression and social play. We can again look at the proliferation of Grand Theft Auto Online roleplaying servers as another data point in this phenomenon, and outside of games, the increasing growth of chat platform Discord."One in five Discord users (or 40 million total) use the app to stream gameplay to their friends each monthand just under one in three watches monthly," Ball notes. It's a piece of social glue that accelerates interest in games like Palworld, Smite 2, Phasmophobia, and Lethal Company.Discord's list of users playing Steam Early Access titles as a share of total observed players is largely loaded with co-op multiplayer games, but also features single-player titles like Fields of Mistria, Hades II, and Manor Lords. Ball describes this as "disproportionate" game discovery behavior.Image via Matthew Ball.The developers behind these games probably didn't do any weird science studying the habits of Discord users (unless they did, in which case, hey reach out to me I want to know what you learned), but enough of them have succeeded on the platform in a way that suggests studying how players engage with and use Discord might be a vector for developers to grow, explore new genres, and succeed in 2025 and beyond.(And Discord may not deserve all the credit heresocial apps across the globe likely drive similar behavior in different regions).How do developers handle an uncertain future?I'll be honest here. When I first read Ball's report, I came away with some degree of anxiety. The human brain struggles to wrangle numbers like these, and it's easy to spiral into an unhelpful spree of if->then statements that make a decline in billions of dollars in spending feel like the end of the world. The problems and solutions are so big and abstract that if you aren't a big-money decision makerjust a humble programmer, artist, designer, or a writer like meyou can feel like you have no agency in a field you deeply love. And even if you have the power to greenlight a game, what if the games Ball is proposing aren't the ones you want to or even can make?The solution, I think, is to look at Ball's data and analysis as a map. Maps don't serve one purposethey lay out the territory as best they can so another traveler can navigate it. Plenty will read Ball's map and see "X marks the spot" where others will see "here there be dragons."You don't have to change or fix the game industry. But to make the game you want to make, having a map handy might keep you from sailing into dangerous waters.
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  • Nintendo finally unveils the Switch 2, its successor to the Nintendo Switch
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    Bryant Francis, Senior EditorJanuary 16, 20253 Min ReadImage via NintendoAt a GlanceNintendo has finally unveiled the Switch 2, its follow-up to the massively popular Nintendo Switch.It seems the strikingly familiar console will release at some point in 2025.The wait is over. Nintendo has finally pulled back the veil on the Switch 2, its successor to the immensely popular Nintendo Switch. It's currently unclear how much the console will cost, although Nintendo indicated it will hit shelves at some point in 2025.Developers not privy to Nintendo's plans have been waiting on pins and needles for details of what new hardware features its next console might sport. Since the Nintendo Wii, the company has prioritized unique technology like motion sensor controls, second-screens, and portability over graphical and computing power. This time around? Well, it looks like we'll be getting more of the samebut better.In a brief announcement video (embedded below), Nintendo showed a device that looks like a larger version of the Switch with a few added bells and whistles. The Japanese company didn't share concrete tech specs, but we can see the Switch 2 features redesigned Joy-Con controllers that click onto the side of the console (rather than slide), a new-look kickstand and dock, a larger display, and additional ports.Nintendo confirmed the Switch 2 will be backwards compatible with some Switch titles, but noted certain games "may not be supported or fully compatible with Nintendo Switch 2."Software announcements were also missing from today's reveal, although we did see the Switch 2 running a mysterious version of Mario Kart in both docked and handheld mode.The company has promised to share more details about the console at a later date. A Switch 2 focused Nintendo Direct is currently slated for April 2, 2025.Speculation about the Nintendo Switch successor ran rampant over the last year, as developers, executives, and internet detectives with strong sleuthing skills tried to peel back how the company could top the surprise reveal of a portable console with detachable controllers in 2016. Today's reveal allows developers and publishers previously unfamiliar with Nintendo's plans to begin imagining what Nintendo has in store as it prepares to kick-start its next hardware cycle.When the Nintendo Switch launched in 2017, its primary competition was the Xbox One and PlayStation 4 line of consoles. Xbox Game Pass and Xbox Cloud Gaming hadn't hit the market yet, and the promise of a console that could work equally well in living rooms and out on the go seemed like a big gamble.Now, portability is on every manufacturer's mind, with Valve's Steam Deck, Sony's PlayStation Portal, and a slew of other handheld computers hitting the market. None of these devices held a candle to the Nintendo Switch's eye-popping sales numbers (Nintendo projects the console will hit 154.8 million units sold by April 2025), but their existence does challenge the house of Mario to stretch beyond the selling point of portability.Of course this is the company that gave us the Nintendo Ring-Con, Nintendo Labo, and Nintendo Sound Clock Alarmo. Even when it's not debuting new consoles, the company is regularly testing and launching new approaches to physical hardware.Hopes are riding high for the Switch 2 on multiple fronts. Investors are eagerly wagging their tails at the returns new hardware could deliver for Nintendo, and developers everywhere are hoping a fresh Nintendo consoleand hopefully the anticipated release of Grand Theft Auto VI on PlayStation 5 and Xbox Series X|S later in the yearcan shock some life into the video game industry and offer more financial stability after two years of layoffs and studio closures.Read more about:Top Stories[Company] NintendoAbout the AuthorBryant FrancisSenior Editor, GameDeveloper.comBryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.See more from Bryant FrancisDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • VR studio Soul Assembly has laid off 15 percent of its workforce
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    VR studio Soul Assembly has laid off 15 percent of its workforce.Studio CEO David Solari confirmed the news in a statement to UploadVR. "We can confirm a reduction in our team by 15 percent. This decision was taken to ensure the studio is aligned with the requirements of our upcoming projects," he wrote."We are providing support to the affected team members as they transition to new opportunities and thank them for their contributions. This step was necessary to position the company for future success during a challenging time for the gaming industry.Soul Assembly recently partnered with Ubisoft to work on Just Dance VR and has released a litany of other VR titles including Warhammer 40,000: Battle Sister and Drop Dead: The Cabin.Last year, it launched spatial puzzler Soul Spire exclusively for Apple Vision Pro.The layoffs at Soul Assembly come months after UK-based VR studio nDreams announced it would be cutting up to 17.5 percent of roles to renew its "strategic focus."Analysts believe the consumer VR industry has entered a "challenging period." Consumer VR market researched published by Omdia in December 2024 indicated that headset sales had declined by 10 percent year-over-year to 6.9 million units.Omdia senior principle analyst George Jijiashvili said the market is expected to decline further in 2025."The consumer VR market continues to face significant challenges, with several indicators highlighting a lack of momentum and adoption," wrote Jijiashvili on Game Developer last year."The highly anticipated Apple Vision Pro debut has failed to deliver the resurgence the industry hoped for, with limited developer enthusiasm and fading momentum ten months post-launch. Meanwhile, Metas recent entry-level Quest 3S has yet to spark a notable sales boost."Omdia and Game Developer are sibling companies under InformaTechTarget.
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  • Microsoft conducts 'small' layoffs across various divisions
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    Justin Carter, Contributing EditorJanuary 15, 20252 Min ReadImage via Xbox.At a GlanceIt's unclear what a 'small' round of layoffs are for Microsoft, or why it's reducing its video game team to begin with.Business Insider reports Microsoft is eliminating positions across the company. Two sources speaking to the outlet claimed these reductions were "small," and will affect its security, video game, and sales divisions.It's unclear what "small" means in this context, considering Microsoft's size and the various divisions and companies under its umbrella. When it laid off 1,900 employees in January 2024, the company noted it had 22,000 staff in its video game division.Last week, Microsoft confirmed upcoming layoffs to Business Insider targeting "underperforming" employees. Today's cuts are apparently unrelated to those terminations.For Microsoft, this marks its third consecutive year of laying off video game workers. Around this time in 2023, it laid off 10,000 employees from its overall workforce. First-party Xbox teams like 343 Industries (now Halo Studios), The Coalition, and Bethesda Game Studios were impacted. 343 was said at the time to be hit the hardest, which prompted several ex-developers to claim Microsoft had mismanaged the studio during Halo Infinite's development.Last year, Microsoft laid off an eye-popping number of workers after the acquisition of Activision Blizzard. At the time, Xbox boss Phil Spencer said the staff cuts would ensure it and Activision leadership were "all aligned on the best opportunities for growth."Cuts continued into 2024, with Microsoft closing Arkane Austin and Tango Gameworks and laying off corporate workers and support staff. Last May, Microsoft admitted it spread itself too thin after the Activision acquisition and began offering some workers buyouts.It was Arkane and Tango's shutdowns that drew the most criticism from the industry. At the time, the Communications Workers of America said those closures should further spur game developers to unionize. The union had previously commended Microsoft for not interfering with the forming of unions across its various subsidiaries. It later condemned the tech company for lacking "respect and compassion" by cutting so many jobs.Business Insider's latest story did not provide a reason as to why Microsoft is cutting staff in its game division. Its sources mainly focused on the cuts to the company's security team, but had no insight for the other two divisions.Read more about:Layoffs[Company] XboxAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Meta Quest 3S failed to boost holiday demand for VR in 2024
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    George Jijiashvili, Senior Principal Analyst, GamesJanuary 15, 20254 Min ReadAt a GlanceFlat app download figures strongly indicate that Meta is not significantly expanding the Quest's audience.Omdia analysis of Sensor Tower data reveals that the Meta Quest mobile companion app downloads fell on Christmas Day 2024 by 27% compared to 2023, despite the launch of the Meta Quest 3S in October. Priced from $300, the Quest 3S is a follow-up to the highly successful Quest 2. There was a palpable hope within the industry that it would reinvigorate VR hardware sales thanks to its attractive price (starting from $300), bundling the new Batman: Arkham Shadow game, and its enhanced passthrough mixed reality features.Figure 1: Meta Quest mobile app downloads over the past six yearsTotal 2024 app downloads grew slightly to 7.8 million, but this is still well below 2022s record of 10.3 million (see Figure 1). Decembers total downloads were down by 21% year-on-year. Even with an attractively priced bundle and good awareness for the brand, the Quest 3S struggled to attract new consumers, signaling broader challenges in the VR market (see: Reality check for VR: Omdia forecasts decline as Apples entry fails to galvanize market).While not an exact representation of Quest headset sales, Meta Quest app download figures serve as a good barometer, given the mobile app must be downloaded as part of the initial setup of the headset. Sensor Tower does not count re-downloads, app updates, or subsequent downloads on new or additional devices for an existing iOS/Google Play account.Factors like second-hand sales, upgrades, headset sharing, and non-owners downloading the app to explore the app store muddy the data. Nevertheless, the flat app download figures strongly indicate that Meta is not significantly expanding the Quest's audience beyond its existing user base. This aligns with other indicative data, such as sales figures on Amazon product pages and VR headset components channel data, which similarly point to a plateauing market. Metas growing focus on smart glasses signals a shift in strategy, as the company explores alternative form factors that may better appeal to the mass market than VR.Indicative Amazon data suggests Meta Quest sales underperformed during Black Friday monthAccording to data from Amazon product pages, over 160,000 Quest headsets were sold in November 2024 across eight countries down by 16% compared to 2023 (see Figure 2). The Quest 3S accounted for 66% of sales, with the Quest 3 making up the remainder. November typically marks the peak VR sales due to Black Friday and Cyber Monday, during which Meta offered substantial discounts on both Quest 3 and Quest 3S models in all markets. The US site represented 73% of total sales, providing a good indication of the global picture.Quest 3S struggled to attract new VR users or serve as a compelling upgrade for Quest 2 owners, as its improvements were viewed as incremental. Internally, the Quest 3S is very similar to the Quest 2 and retains its bulkiness, largely due to the ongoing use of Fresnel lenses. A recurring criticism from reviewers and users has been its inferior comfort compared to the Quest 3which likely stems from Metas cost-cutting measures. Further hindering Quest 3S appeal is the limited AR content fully leveraging its improved hardware, as well as the compatibility of most Quest Store content with the Quest 2. These factors, combined with VRs continued inability to appeal to a broader audience beyond existing enthusiasts, dampened demand during the holiday season.Figure 2: Quest headset sales on Amazon declined 16% YoY during the Black Friday sales monthThe Meta Quest iPhone app's recurring appearance in the top 200 free app rankings during the holiday season aligns with the seasonal trend of headset sales, particularly around Christmas when these devices are popular gifts. This pattern also underscores the dominance of the US, Canada, and UK as key markets, where the app reliably breaks into the top 10 and often briefly reaches the number 1 spot on the Christmas Day. In stark contrast, the other three countriesGermany, France, and Australiahover much further down the rankings, never coming close to the top 10 and barely breaking into the top 50, highlighting a significant gap in market engagement (see Figure 3).Figure 3: iPhone App Store ranking data underlines Meta Quest headsets seasonality and prominence in the USAlthough the surge in popularity and peak concurrent users engaging in VR games during the holiday period signals some positive interest, the larger issues surrounding the VR category persist. According to Omdias Consumer VR Headset and Content Revenue Forecast, headset sales fell by 10% in 2024 to 6.9 million units, while those in active use fell by 8% to 21.9 million. Engagement throughout the year is inconsistent, posing a significant hurdle to Meta's ambition of cultivating a self-sustaining VR ecosystem. Limited compelling new content, developers questioning the ROI of VR projects, and a lack of broader consumer interest are the fundamental challenges that will be difficult to overcome, as long as VR headsets remain in their current form.Read more about:[Company] MetaOmdia | Game Industry AnalysisAbout the AuthorGeorge JijiashviliSenior Principal Analyst, Games, OmdiaGeorge is a regular contributor to Game Developer and a principal analyst at Omdia, leading research into games and AR/VR markets. Based in London, he produces insights into the games sector through regular reports, market sizing and forecasting. His specialisms include the video games market, cloud gaming, and wearable technology. He previously worked at CCS Insight.See more from George JijiashviliDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Jenny Jiao Hsia's Consume Me leads the list of 2025 IGF Awards finalists
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    The Game Developers Conference (GDC) has revealed the finalists for 2025's Independent Games Festival (IGF) Awards.Consume Me, from developer Jenny Jaio Hsia leads the pack with five nominations across the excellence in the design, art, and narrative categories, as well as a nomination for the Seumas McNally grand prize. Like last year's Grand Prize winner Venba, Hsia's title is a narrative game and centered on family and cooking.Behind Consume Me in nomination numbers is the slice-of-life adventure Despelote. Created by Julin Cordero and Sebastian Valbuena, it's also up for the McNally award, along with the Nuovo Award and excellence in audio and narrative.Fellow McNally nominees include 2024 indie darlings Indika, Caves of Qud, UFO 50, and Thank Goodness You're Here! Select category nominees (and honorable mentions) are listed below, and the full list can be read here.The 2025 IGF Awards will be held on Wednesday, March 19, and will be part of GDC 2025, which runs from March 16 to March 21.Seumas McNally AwardCaves of Qud(Freehold Games / Kitfox Games)Consume Me(Jenny Jiao Hsia, AP Thomson, Jie En Lee, Violet W-P, Ken "coda" Snyder)Despelote(Julin Cordero, Sebastian Valbuena/Panic)INDIKA(Odd Meter/11 bit studios)Thank Goodness You're Here!(Coal Supper/Panic)UFO 50(Mossmouth)Honorable Mentions:Animal Well(Billy Basso/Bigmode),Balatro(LocalThunk/Playstack),Blue Prince(Dogubomb/Raw Fury),Mouthwashing(Wrong Organ/CRITICAL REFLEX),Nine Sols(RedCandle Games),Tactical Breach Wizards(Suspicious Developments)Excellence in NarrativeCaves of Qud(Freehold Games/Kitfox Games)Closer the Distance(Osmotic Studios/Skybound Games)Consume Me(Jenny Jiao Hsia, AP Thomson, Jie En Lee, Violet W-P, Ken "coda" Snyder)Despelote(Julin Cordero, Sebastian Valbuena/Panic)INDIKA(Odd Meter / 11 bit studios)No Case Should Remain Unsolved(Somi)Honorable Mentions:Blue Prince(Dogubomb/Raw Fury),Miniatures(Other Tales Interactive),Mouthwashing(Wrong Organ/CRITICAL REFLEX),Tactical Breach Wizards(Suspicious Developments),Thank Goodness You're Here!(Coal Supper/Panic),The Thaumaturge(Fool's Theory/11 bit studios)Excellence in DesignBalatro(LocalThunk/Playstack)Blue Prince(Dogubomb/Raw Fury)Caves of Qud(Freehold Games/Kitfox Games)Consume Me(Jenny Jiao Hsia, AP Thomson, Jie En Lee, Violet W-P, Ken "coda" Snyder)Pacific Drive(Ironwood Studios/Kepler Interactive)Tactical Breach Wizards(Suspicious Developments)Honorable Mentions:Animal Well(Billy Basso/Bigmode),No Case Should Remain Unsolved(Somi),UFO 50(Mossmouth),LOK Digital(Letibus Design, Icedrop Games/Draknek and Friends),Eigengrau(Martin Mauersics),The Rise of the Golden Idol(Color Gray Games/Playstack)Best Student GameA Dual Ascent(Mountain Toad Entertainment/Rubika Supinfogame)DisplaceMen(Eversea Club/leafaleaves)Growth Spurt: A Meandering Intermission into the Afterhours of a Miscalculation(Games for my Computer)Slot Waste(Vinny Roca/pickpanpuck productions)The WereCleaner(Howlin' Hugs/USC Games)Year Unknown(Julian Heuser)Honorable Mentions:Cards of Heart(GoodMind Games),Duck Paradox(Magic Games/Midwest Games),Lost Garden(Ori Shany, Yoni Pushett, Ramon Zerem),Perfect World(Michael Overton Brown),Timeworks(Starworks Studios)Game Developer and GDC are sibling organizations under Informa.
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  • Sony patents new tech focused on behavior tracking and reducing input lag
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    Justin Carter, Contributing EditorJanuary 15, 20252 Min ReadImage via Sony.At a GlanceSony has filed multiple new patents that could shape the future of its controllers.Several patents filed by Sony (spotted by outlets like GameSpot and 80LV), and offer some potential insight into PlayStation's technological future.One application filed in June 2024 concerns a machine learning-based model that appears to address "input lag," the time passed between a pressed controller and the action occuring onscreen. The model is "configured to release user commands to a computer game at a time when the command correctly aligns with what is going on in[it,]" according to the patent.The patent's summary notes input lag is a problem for both system engineers and players, and believes machine learning could "control the computer game according to the user command in advance of the user completing the user command based on the identification."To achieve this, Sony is considering a sensor with a camera that captures the player and their controller, which is then used to train the machine learning program. The technology seems to primarily concern online multiplayer games, where input lag has a dramatic effect.Similarly, one application from June 2023 focuses on machine learning for predicting user commands "before the input action is completed, or might be delayed after completion and processing until a later time when the command is most appropriate for release."Another notable patent centers on a physical attachment that would let players hold the DualSense controller like a firearm. The attachment's apparent aim is to be "more intuitive" for players, as the description notes some players "may lack the dexterity/motor skills" to conventionally hold a controller, and hopes the attachment "alleviates or mitigates the issue."Sony previously experimented with gun-themed control schemes with two shooting attachments for the PlayStation Move, which were officially supported by a number of PlayStation 3 titles.Filing a patent doesn't mean Sony will bring any of its proposed technology to market. In the past, Sony filed patents for technology such as NFTs and local multiplayer for live, in-person events. To date, nothing has come of either, and it quickly shot down speculation that its PlayStation Stars loyalty program was an NFT platform in disguise.You can see Sony's list of published patents here. Among other things, the more recent ones concern inputs, image upscaling, and using machine learning for online multiplayer.Read more about:[Company] PlayStationAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Converting saves, a cross platform journey
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    The case were about to discuss is none other than the beautiful and critically acclaimed The Star Named EOS. In this article about console porting, well discuss specifically the solutions we found to translate the save system. Without further ado, lets jump right in..In The Star Named EOS, the system operations are performed directly and synchronously without a hint of asynchronous interaction. This is quite an exciting task that presents many challenges. For example, PlayStation 5 works with saves through memory mount, which does not happen instantly. The critical point is that the saves will only be completed by unmounting the memory area. In fact, for PlayStation, you can use PlayerPrefs, which works similarly to memory mount, but all of this happens behind the scenes, out of our control. However, this approach has a significant drawback the available memory volume is limited since the primary purpose of this feature is to save game settings. Therefore, the limits are pretty expected. However, since screenshots are used for saves, this limit will be insufficient, so the first save option remains primary.What about Xbox? Xbox currently uses GDK API as the main one, and to use it at the start of the project, synchronization with cloud data always takes place. This already affects another element of the project initialization. But thats not what we are here to discuss. The main idea of working with saves on Xbox is that each time you write or read, you need to open a container, perform the necessary operations, notify the GDK API about the changes (if any), and close the container.What about the Switch? It is almost the same as on PlayStation: mounting and unmounting take time.How is data saved in the original game we are working on? Saves are created as follows: data is saved, a screenshot of the screen is taken, and it is recorded in the save. Each time a save is deleted or a new one is created, the data is reread.We created a unified save system for this project as a single entry point for any platform. Each platform has its own SDK and methods for working with saves, so creating a unified system became essential for ensuring consistency. As a result, we made a single entry point script that works using the Adapter pattern and controls entities for each platform, determining which platform is in use and running the appropriate script.Now, we have a more or less complete picture of our main challenges. What are they?The project code must be able to release the main thread without breaking the core execution logic.We need to minimize the number of calls to our save system, as even asynchronous calls can cause freezes.Since we have asynchronous calls, we must ensure the main condition only one call to the save system at a time.A simple and quite effective solution is to use Task. Async. Why? Because it allows you to pause the original logic and resume it when needed. Is this the best solution in terms of project performance? No. Will it provide the fastest and most expected result? Yes.Of course, this approach generates much additional code after compilation, but it gives us precisely the expected result. Now, we need to remove all direct calls to the file system and replace them with new calls to the "new save system implementation" that we developed on Task. Async.After that, we rework all methods that call our save system methods to async so they can pause their execution until all save or load actions are completed. We also partially rework higher-level methods in the call hierarchy if necessary. Thus, the first most critical issue has been resolved.A screenshot of The Star Named EOS. Image via Pingle Studio.What next?At this stage, we encountered an issue with Unitys Player Prefs. To address it, we created a custom analog that works similarly but saves data to a file, allowing it to be used on any platform, including Switch. This solution was necessary because Nintendo Switch does not support Unity Player Prefs and can only save using the native Nintendo SDK.Then, we had to minimize calls to the save system. The original project was implemented as follows: We have an analog of PlayerPrefs that is written to a filea dictionary with save names that are used to access screenshots and save data. Every time reading, writing, or deleting files occurs, they are read from scratch. On PCs, especially with SSDs, this is not a problem, so optimization can be ignored, but on consoles with more than a dozen saves, this can lead to serious problems.There are several solutions to this problem:Bundle a large amount of data and access the saves with a batch of operations (which requires reworking the original logic and may take a lot of time).Create a cache for already loaded saves and use cached data for repeated access.The second option was much more convenient to implement, so we chose it as the main one. It does not create additional interaction scenarios when there are dozens rewrites of one object or simultaneous read-and-write operations. Such situations might not be very obvious, but avoiding them from the start is better so they do not become a significant challenge later on.So, we have one final challenge left multiple simultaneous write, read, and delete operations. This is pretty easy to manage when using asynchronous calls. Each time we are about to work with a file, we can use an indicator, such as a semaphore or a simple variable that signals that the queue is still busy. Since we reworked the original logic for Task, async, our code awaits further calls, and a simple variable where we do an increment when the save operation starts and a decrement when it ends is sufficient. This way, we can ensure that multiple operations do not happen simultaneously, and the interaction logic eliminates competition at the entry point.Hope youve had a good read and maybe learn something. Until next time...
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  • Meta cutting 5 percent of workforce to jettison 'low performers'
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    Chris Kerr, News EditorJanuary 15, 20252 Min ReadHeadshot via MetaAt a GlanceMeta is laying off even more workers after previously cutting 21,000 roles across 2022 and 2023.Reality Labs and Facebook owner Meta intends to cut around 5 percent of its global workforce to "move out low performers faster."As first reported by Bloomberg, an internal memo penned by Meta CEO Mark Zuckerberg informed staff the company will be pursuing "more extensive performance-based cuts this cycle."Zuckerberg said he wants to "raise the bar on performance management" ahead of an "intense year."The full memo was later obtained by CNBC and claims Meta is currently working on "some of the most important technologies of the world.""Meta is working on building some of the most important technologies of the world. AI, glasses as the next computing platform and the future of social media. This is going to be an intense year, and I want to make sure we have the best people on our teams," wrote Zuckerberg."I've decided to raise the bar on performance management and move out low performers faster. We typically manage out people who arent meeting expectations over the course of a year, but now were going to do more extensive performance-based cuts during this cycle, with the intention of back filling these roles in 2025."We wont manage out everyone who didnt meet expectations for the last period if were optimistic about their future performance, and for those we do let go, well provide generous severance in line with what we provided with previous cuts."Meta said people impacted by the cuts will be notified on February 10, 2025, if they reside in the United States. Employees based elsewhere will find out later.This is the third round of major layoffs at Meta in recent years. The company slashed 11,000 jobs in 2022 before cutting another 10,000 roles in 2023.The company formerly known as Facebook is attempting to reposition itself as a metaverse pioneer, but has lately become something of a low performer itself under the stewardship of Zuckerberg.Meta's stumbling Reality Labs division, which houses many of its metaverse initiatives including the Quest headset business, lost $4.4 billion during the last quarter.It's an eye-watering loss that has become normalized within Meta. The division reported full-year losses of $16.1 billion and $13.7 billion across 2023 and 2022, respectively. Meta execs expect that trend to continue for the foreseeable future.Read more about:[Company] MetaLayoffsAbout the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Aonic sinks $10 million into Richie Games developer Mega Fortuna
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    Chris Kerr, News EditorJanuary 15, 20251 Min ReadImage via Aonic / Mega FortunaAt a GlanceRichie Games currently has over 10 million monthly active users and has delivered 200 million downloads.Turkish mobile tech company Mega Fortuna has received a $10 million investment from Aonic. The deal includes an option for Aonic to acquire the entire share capital of Mega Fortuna for $70 million.Mega Fortuna was established two years ago and is billed as a mobile gaming discovery and loyally platform. Its flagship product, Richie Games, allows mobile players to earn real-world gift cards as they discover new games.Richie Games currently has over 10 million monthly active users and has delivered 200 million downloads. Mega Fortuna CEO eyhmus lker said the investment round will allow the company to scale its vision."This milestone is a testament to the exceptional talent, dedication, and innovation of the entire Mega Fortuna team," said lker in a press release. "In just two years, we've built Richie Games into a platform that is transforming how players engage with mobile gaming. None of this would have been possible without the incredible teamwork and passion of our people."Aonic has invested in Mega Fortuna around one month after it received 152 million in funding to support its studios and finance more acquisitions.The Swedish video game conglomerate noted that its mobile tech businesses performed "strongly" in 2024, helping the company deliver a consolidated revenue increase of 73 percent.Despite that upswing, Aonic sanctioned layoffs at VR studio nDreams and confirmed 17.5 percent of employees could be made redundant.The company said nDreams needed to adapt in a "challenging VR games market." Those redundancies were announced less than a year after Aonic purchased the UK studio for $110 million in what it described as a "landmark" deal.Read more about:M&AAbout the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • GOG teams with European game archivist organization to continue preservation efforts
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    Justin Carter, Contributing EditorJanuary 14, 20251 Min Readvia GOGAt a GlanceGOG launched a program to preserve games last year, which promises ongoing support for older and delisted PC titles.Digital game storefront GOG is furthering its recent game preservation efforts by joining with the European Federation of Game Archives, Museums, and Preservation Projects (EFGAMP).The European group collects and preserves digital games, and represents "over 20 heritage institutions and other organizations dedicated to preserving video games as cultural heritage." GOG is the first Polish organization in its ranks, which includes the French-based MO5, Berlin's Computerspielemuseum, and the Video Game Museum in Rome.GOG's preservation effortsGOG launched its titular preservation program in November, which pledged to keep classic games (read: 10 years or older) up to date with current and upcoming Windows hardware. In December, the initiative expanded to include titles delisted by their developers, such as Blizzard's first two Warcraft games. Players who purchased them on GOG before their delisting can still access them, and the company pledged all delisted games joining the program will "remain compatible with modern systems, preserving their experience for years to come.""Classic games and the mission to safeguard them for future generations have always been at the core of our work," said GOG's managing director Maciej Gobiewski. "As a European company,we feel a responsibility to lead in preserving gaming heritage. Joining EFGAMP reinforces this commitment."EFGAMP COO Andreas Lange noted the storefront's "unique perspective" in game distribution "complements the work of our existing members by bringing further digital expertize to our collective efforts. GoG is a fantastic addition to EFGAMP, whose members are primarily rooted in the cultural heritage sector."Now that it's part of the EFGAMP, Gobiewski said GOG will "expand institutional collaboration with museums and governmental and non-governmental organizations worldwide. [...] We are also discussing exciting new game preservation projects, which we look forward to sharing soon."Read more about:Game preservationAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Space Ape Games launches offshoot studio NextBeat
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    Mobile developer Space Ape Games recently launched a spinoff team called NextBeat, reports PocketGamer. Several Space Ape employees are transferring to the new studio, including co-founder Simon Hade as its CEO and product manager George Yao as head of live games.Per MobileGamer, 30 staffers currently make up NextBeat. Several non-Space Ape developers have joined, such as CFO (and Kepler Interactive veteran) Joe Adams.NextBeat's emergence comes as Space Ape is set to be fully acquired by Supercell by the spring. The Clash of Clans maker previously invested stake into the London developer, which makes BeatStar and Transformers: Earth Wars for phones.NextBeat is taking BeatStar on tourAccording to PocketGamer, the BeatStar and Country Star properties are also jumping over to NextBeat. Hade and co-founder Olly Barnes told Music Business Worldwide the former game has over 100 million downloads worldwide and is projected to exceed $200 million in lifetime revenue before the end of 2025. As such, Hade said they had to "address this immense opportunity, now.""BeatStar taught us that there is huge per-user monetization potential for music in gaming," said Barnes. "The vast mobile gaming audience and ARPU insights from Country Star's genre-focused approach underscored the need to launch a fully resourced company dedicated to this opportunity."As Hade told Music Business, NextBeat is considered more of a "dedicated, music-focused venture" than a mobile game developer like Space Ape. His ultimate hope is for the new studio to "expand into more experiences, games and apps that showcase the inspiration and creativity of our artist partners." Such plans, according to the outlet, potentially include entering the educational tech and mental health sectors.For now, the focus is on growing out BeatStar into other genres via potential standalone games. Barnes told MobileGamer the next "most obvious evolution" would be nostalgic rock, a la Guitar Hero. Hade showed similar interest in Latin, anime music, and EDM, but said some genres might require "slightly different" monetization approaches.
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  • Dreams on a Pillow raises $240,000 to spotlight 'two decades of untold Palestinian history'
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    Palestinian developer Rasheed Abueideh has raised (just over) $240,000 to begin production on Dreams on a Pillow, a video game about the 1948 Nakba.The project raised precisely $240,502 through crowdfunding platform LaunchGood, surpassing its target of $194,800 after receiving backing from over 3,300 people.The title will take the form a "pseudo-3D stealth adventure" inspired by a Palestinian folk tale set during the Nakba. The United Nations explains Nakba means "catastrophe" in Arabic and refers to the "mass displacement and dispossession of Palestinians during the 1948 Arab-Israeli war."In a post on Bluesky, Abueideh thanked backers for their support and explained production on the game will commence imminently.Abueideh said he hopes to "make history" in the game industry by bringing Dreams on a Pillow to market after initially struggling to secure funding via more traditional means.As noted on the project page, Abueideh previously worked on a title called Liyla & The Shadows of War that sought to shine a light on the "harsh realities of living under invasion, apartheid, and occupation" in Gaza.However he says he was met with setback after setback with both publishers and platform holders reportedly rejecting the title and even banning it in some instances.Despite those challenges, he successfully launched Liyla but has struggled to make a living in the game industry ever since. Abueideh says publishers and investors feel supporting a Palestinian is "too risky" or "controversial," but is determined to find a way to turn Dreams on a Pillow into a reality."Dreams on a Pillow holds the ambition and dreams of a Palestinian who was denied the right to make games like the rest of the world could, but persists regardless. It cannot be made with traditional games funding, because such funding cannot be accessed by a Palestinian," reads the project page."It cannot be made with traditional crowdfunding, because most popular crowdfunding platforms do not recognize Palestine. To tell this story, to fulfil this impossible dream, to bring together a team of veteran game developers and incredible local creators."Abueideh estimates he will need roughly $495,000 to realize his vision for Dreams on a Pillow. The cash raised through LaunchGood will be used to move into a production state and create "a few core levels" while plotting out and prototyping the entire experience."This will ensure the mechanics and narrative work together to tell this powerful and sensitive story. Prototypes and 'vertical slices' will have ensured all pipelines have been tested, all required talent is on-board, and few (if any) risks remain to the production process," adds an explainer."At that point, Rasheed and his team will endeavour to raise additional funding with a far more advanced version of the game in handa much more viable prospect."You can learn more about Dreams on a Pillow on LaunchGood.
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  • Awesome Games Done Quick raises $2.56 million with its first charity marathon of 2025
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    Justin Carter, Contributing EditorJanuary 13, 20252 Min ReadImage via Games Done Quick.At a GlanceThis year's Awesome Games Done Quick raised $2.56 million amid live concerts and Elden Ring being played via saxophone.The speedrun charity organization Games Done Quick recently ended its first event for 2025, and made $2.56 million in donations for the Prevent Cancer Foundation.Awesome Games Done Quick (AGDQ) ran from January 5 to January 12, and the 24/7 event saw streamers play games to raise money. Its proceeds were a slight bump up from AGDQ's $2.54 million in 2024, and a bit down from 2023's $2.6 million. To date, GDQ's biggest record remains the record-breaking $3.4 million raked in for its Summer 2022 showcase.In its announcement, the organization noted it's now raised over $54 million for charity since its start in 2010."Thank you to everyone who made this marathon possible, and to all of you for your amazing generosity & support," it wrote. Prevent Cancer gave its own love on January 11, saying players "never cease to amaze us with your generosity. Your donations make an enormous impact, THANK YOU!"This year's AGDQ had several highlights, from a live concert during the Crazy Taxi segment to Elden Ring being played with a saxophone. (Really.) Every run is freely available on the GDQ YouTube page, which also features videos from previous events.Games Done Quick will expand its fundraising efforts with a battery of events for different causes througout 2025. Joining the lineup is its first-ever Back to Black speedrunning stream, which runs from Thursday, February 6 to Sunday, February 9 to benefit the racial justice nonprofit Race Forward.Frost Fatales will also return for its fourth consecutive year, and its fifth since debuting in 2020. The all-women and femmes showcase goes from Sunday, March 9 to the following Sunday, March 16, and will give its proceeds to the National Women's Law Center.Finally, Summer Games Done Quick, AGDQ's primary companion, will raise money for Doctors Without Borders in Minneapolis beginning Sunday, July 6 and concluding on Saturday, July 12.Read more about:CultureAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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