#unreal-game-development-services
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gamecrio · 9 months ago
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abhiwantechnology2018 · 30 days ago
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Popular Unreal Engine Game Development Company in 2025
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The game development industry has undergone various transformations and innovations over the past few years. Nowadays, most of the top game development companies are upscaling their method of developing games by integrating the latest game development tools and the latest technologies, which provide high performance of the games as well as high security of user data while playing the games. In recent years, the demand for Unreal Engine-based games has increased at a high rate among the gaming audience, the main reason behind this is that high-quality and thrilling games have been developed using Unreal Engine. This article will give you an overview of a popular Unreal Engine game development company, and some information related to Unreal Engine is also discussed below.
Popular Unreal Engine Game Development Companies
Various companies in the world were providing game development services, but only a few popular game development companies, like Abhiwan Technology, have expertise in providing Unreal game development services and experience in developing games based on Unreal. Some of the popular company names are mentioned below, which will give you a piece of information regarding them.
Abhiwan Technology: It is one of the top Unreal game development companies in the UAE. This company has years of experience in developing Unreal games, along with having expertise in integrating the latest technologies for developing games. This company also provides services such as metaverse game development, virtual reality game development, 3d game development, 2d game development, blockchain game development, nft game development, interactive services for game development, metaverse development, real estate metaverse services,  and many more services. This company has delivered high-quality games to various global clients and played an important role in shaping the game development industry in the UAE, along with bringing foreign investments to the UAE.
Epic Games: It is a well-known game development company in the USA. This company has expertise in providing services such as Epic Game Store, Metaverse Initiative, and many more. One of the best features of this company it has an experienced team of unreal game developer who have years of experience in providing customized games to global clients.
RisingMax Inc.: It is also one of the top Unreal Engine game development company. This company is famous for providing services such as AR/VR game development, Unreal Engine Animation, 3D Game Development, and many more services. One of the best features of this company is that it uses the latest game development tools to develop high-quality and engaging games. 
BR Softech: It is also one of the best Unreal game development companies in the UAE. This company specializes in providing services such as 2d game design. 3d game design, Unreal games for Android and iOS, Unreal Engine-based games by using augmented reality and virtual reality. The portfolio of this company is proof that this company has developed various thrilling games that have attracted a global audience.
Benefits of Unreal Engine Games
Unreal games offer various benefits, due to which games based on Unreal engines are in high demand among the gaming audience. Most industries are also taking Unreal game development services from top game development companies. Some of the benefits are mentioned below, which will give you a piece of information regarding them.
High Quality Graphics: Various high-quality graphic software were used in developing the game graphics, due to which the user experiences a real-life experience in a virtual world while playing these games. 
Multi-Platform Support: Most of the game development companies have an expert team of Unreal Game developer who use Unreal Engine to develop the games, which are easy to play on various platforms such as PC, Android, iOS, and many more platforms. 
Free to Use: The main advantage of Unreal game development tools, such as Unreal Engine, is that it is free to use, and users or game development companies have to pay only royalty fees if the game earns high revenue, which they have developed using Unreal Engine.
Easy to Develop: Developing Unreal Engine Games is easy to develop due to its user-friendly tools, due to which enable most game development companies can deliver these games to clients in a short interval of time.
Is Unreal Engine Good for Game Development?
Yes, Unreal Engine is good for game development because it provides various features, such as high-quality realistic graphics it provides which makes the games more engaging. These games are compatible with various platforms, such as pc, console, and desktop. As well as additional libraries were provided in paid and free modes also which can be easily integrated while developing the games. As for the future point of view, Unreal Engine can be easily integrated with the metaverse, Augmented Reality, and Virtual Reality.
Is Unreal Engine 100% Free?
Using Unreal Engine is not completely free, there are some terms and conditions regarding the use of Unreal Engine. Every game development company or game developer must take care of these factors, such as everyone has to follow the royalty model user has to pay 5a % royalty fee has to be paid if their game earns over $ 1 Million, as well as Unreal Engine based games are free to play and download, integration of additional libraries in the games are chargeable which game development companies or game developer have to pay if they were using them while developing the game.
Conclusion
In recent years, the game development industry has reached a high scale by integrating the latest technology and the latest game development tools, which have made the games more engaging, thrilling, as well as ensured the security of user data while playing the games. Popular Unreal Engine game development companylike Abhiwan Technology, has developed high-quality and highly engaging Unreal Engine-based games for global clients and the industry. The market reports show that demand for Unreal game will continue to rise and Unreal game development industries will going to reach USD 8.64 billion by 2030, which will result in bringing job opportunities in the technological and gaming sector, bringing foreign investments into the country, and many more benefits.
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gamedevnews · 2 months ago
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Unreal game development company
Our Unreal game development company offers lifelike gameplay experiences through UE5’s advanced features such as enhanced details, stunning physics, precise lighting, and captivating sound effects. We are committed to creating high-quality, cross-platform games that are safe, ethical, and entertaining, covering a wide spectrum of genres.
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q99studio · 4 months ago
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How to Build a Game with Unreal Engine
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nreal Engine is a powerful platform for game development, offering stunning graphics, robust physics, and versatile features. It’s used to create everything from AAA titles to indie games. To develop a game using Unreal Engine, start by conceptualizing your idea, learning the engine's basics, and developing assets. Use scripting tools like Blueprint or C++ for programming mechanics, and then test and optimize the game for smooth performance across devices. If you're looking to create a high-quality game, hiring skilled Unreal game developers is essential. Q99 Studio offers expert Unreal game development services to bring your vision to life.
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teamofkeys · 9 months ago
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Leveraging the Power of Unreal Engine Game Development Services in Delhi at Team of keys
We harness the power of this popular game for Unreal Engine Game Development Services in Delhi, creating super-immersive, photorealistic 3D games that transport players into another reality. For more details. Visit Now!
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source-code-lab · 9 months ago
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How to Make Custom Game Development: 2024 Guide
As gaming continues to captivate audiences globally, now is the perfect moment to dive into game development. Understanding the top game development languages is crucial for getting started. This article will explore the leading languages for game development, including popular choices like Unity and Unreal Engine.
We’ll also provide examples of languages used in various games and highlight free resources to kickstart your journey into video game programming. If you’re interested in custom game development services or just exploring the field, this guide will help you navigate the essentials of game development.
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rao001 · 9 months ago
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Creating Realistic Game Environments: Techniques and Tools By Game Art Services
Introduction to Game Art Services Game art services encompass a wide range of creative disciplines, including concept art, 3D modeling, texturing, lighting, and animation. These services are essential for creating the visual elements of a game, from character designs and landscapes to special effects and user interfaces. Game artists work closely with game developers to bring their vision to life, using their artistic talents to enhance the overall gaming experience.
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devstreeca · 1 year ago
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Unleashing the Power of Play-to-Earn Gaming: NFTs, Blockchain, and the Unreal Engine Advantage
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In the ever-evolving gaming industry, the rise of 'play-to-earn' games fueled by blockchain and NFT technology has transformed the landscape. Blockchain ensures transparency and security, empowering gamers to monetize their activities. Unreal Engine emerges as the premier choice for crafting these immersive experiences, offering customizability, streamlined taxation, stunning graphics, and ease-of-use. As the gaming industry continues to evolve, Unreal Engine remains at the forefront of innovation, driving the exciting realm of 'play-to-earn' gaming forward.
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bunabi · 5 months ago
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I finished Veilguard btw so here's my long thoughts (be warned I've been writing notes during my entire playthrough so this is very long) for folks who want it:
My favorite parts of DAV:
Best level design in any DA so far. The platforming grew on me, and I think the levels were well-thought out and mostly fun to navigate. Arlathan Forest was exhausting but other areas felt nicely balanced with branching paths, hidden rooms, etc. Exploration in smaller contained maps done right imo.
Mage combat is really satisfying at higher levels. Pure ranged combat is totally impossible unless you have Davrin and Taash popping taunts back to back, but dropping a massive AOE while fighting close-range feels good too.
Being able to auto-equip and compare new gear is great.
Same with the codex entries. Not having to hunt down whatever note I just picked up is a huge improvement.
Upgrading equipment via duplicates incentivized treasure chest hunting, which I would have otherwise skipped lol. It really helped me slow down and take time exploring areas, and I appreciated that.
The final act didn't make the previous 70+ hours feel better, my fault for spoiling most of it for myself, but it was neat. Cool set pieces, cool fights. I was worried Elgar'nan was gonna have the same moveset as the Regrets, but his final battle was great.
Oh, I forgot Felassan! His notes were a tragic delight. Such a good man. Funny too. They didn't need to kill Varric to make Solas less sympathetic...I think Felassan's betrayal(s) serve that purpose well already.
Rook & Their Faction:
Without rehashing what I've said over the past few weeks: this is my least favorite protagonist.
Being a funny and sarcastic and irreverent hero in a DA game is not new. Not having a choice in the matter is. The Inquisitor was pretty fixed in their tone too (cant even choose a personality for them in CC) but even they had better aggressive options available.
Folks say not to judge Rook's depth by a Lord of Fortune playthrough but since factions are asymmetrical on purpose here are my impressions:
The Lords of Fortune didn't contribute to my run in any meaningful way other than getting Emmrich hot which is not unique, as it turns out, to any particular background. In fact, learning Natalene was a galley slave as an aside detracted from my experience. Being a former galley slave, former Circle mage (again: Rivain doesn't have Circles), semi-Dalish city elf with DIY vallaslin is unreal. Especially as characters continuously imply Rook is a young 20-something. The fact this wasn't immediately caught and course-corrected shows -- to me -- how hectic and spread-thin DAV's development really was. :(
Story & Antagonists:
Elgar'nan and Ghilan'nain have cackling witch disease. No motivations outside of power. That was a little disappointing. Was also hoping they'd at least comment on Rook/Davrin/Bellara's vallaslin but they're too busy plotting world domination to really notice. Love their designs though. I'd love to hear a deep dive on how they animated Ghil's tentacles.
Veilguard feels like an immediate follow-up to Trespasser, not the ten year timeskip it says it is. I wonder if that's a symptom of adapting the live service story (content that was likely meant to stretch, similar to Anthem and Destiny, over a decade) for single-player.
I miss the politically-motivated meddling. Every villain is allied with the Evanuris. We needed some that aren't. The Right and Left Hand of the Black Divine, corrupt brothers of the Imperial Chantry, the agents of the Archon, a Minrathous street gang, some Rivaini pirates, anything, anyone.
It's crazy how all elven resistance seemed to evaporate with the dissolution of the Dread Wolf Army. As much as I'd hate seeing them duped and betrayed by Solas…I prefer that to just pretending everything's fine now. I could easily see alienage elves and slaves take Cyrian's path, desperate for change no matter the source, especially since oppression is all they've known and there's no end to it in sight. Especially with their gods confirmed as the source of the blight. All downhill from here I fear.
The Butcher. Would. That voice and that frame....it purred I fear. But even he was not immune to cackling witch disease. Wish he stuck around longer for personal reasons. My South is under siege and I aint talking about Ferelden.
Combat:
I found myself switching builds a lot, which was nice and kept things fresh. That being said: DAV needed loadouts for skills and equipment and a menu showing active passive skills + enchantments. A QOL update for this stuff would have been amazing. I want to try an archer run, but I dread (🐺) fussing with skill tree nodes again.
After fighting Mythal (my first full dragon fight) I was disappointed how all dragons share her same attack patterns. They didn't have to reinvent the wheel or anything -- this was the case with dragon battles in DAI and I thought it was fine -- but Mythal of all enemies should have been unique.
High-level demons are limited to Rage and Pride. High-level darkspawn are limited to Ogres. I miss those little scrungly lookin' despair demons and nasty ass hurlock emissaries. After 60 hours I did get a little tired of the same handful of mobs over and over.
Companions & NPCs:
The Veilguardians feel like my kids. Except Emmrich who's absolutely convinced he's in an age-gap relationship with my older lady Rook. It's not that they're uniquely dependent or rudderless, it's that their struggles are solved with nurturing pep talks. Reaffirm their worth, give them a hug, and all that inner turmoil is cancelled. Rich coming from the 'I should have been able to influence my companions more in DAI' girl, but Rook's impact on the Veilguard, the way their doubts vanish completely via some life coaching, feels off.
Speculation: I think the companions were originally planned to be NPCs. Their written banter in some of the notes, their verbal banter throughout the Lighthouse, they feel like they're meant to stay in the hub and act as quest-givers in the live service game. Especially with how Rook is excluded. That's fine btw it just helps explains some things. (Just remembered something else: when you talk to quest NPCs out in the world and the camera focuses in on the conversation, you can't see your companions. They chime in with disembodied voices, always hidden out of frame. That also gives me the feeling they were added later. Not confirmed btw just my hunch!)
Torn about Taash. I love them for breaking the 'agreeable companion' monotony but hate the ~animalistic race~ tropes they were saddled with. I've had issues with Weekes' handling of race and culture in the past. I'm disappointed to see it continue a decade later. I'll leave it there. Sten cannot smell ovulating coochie!
I tried to kill Lucanis during the final assault. Had full faction strength but I didn't complete his personal quest. It didn't work. Sorry Zevran!
Shathann's VA was acting her ass off. Great performance. Absolute bars from Taash's VA during their scenes too.
I dreaded (🐺) opening the Lighthouse map to see who wanted to talk. I usually love chopping it up and getting to know my party; that's my favorite part of any DA game. But so many conversations were just spent restating the obvious (Bellara is worried about The Gods and her brother, Harding is worried about her powers and Solas, Davrin is worried about the griffons and Gloom Howler, you know like in case you forgot). Running person-to-person-to-person and feeling no sense of accomplishment or progress for it seriously drained me.
The Inquisitor… I assumed vowing to stop Solas would block my Lavellan from pining and questioning herself after a decade apart and two very clear rejections. She kept asking whether he could still be reasoned with even in the midst of the final operation. I'm disappointed how little that choice mattered in the end. The second-hand embarrassment was crazyyy.
Romance:
Now this part is a little unique. Sorry for what I'm about to say about Emmrich. If it helps: I found him the most fun of all the companions. He's handsome, thoughtful, and has a fascinating past. But I ended up being dissatisfied by the end, and not just because of being soft-locked into a May-December fling, cringe commentary from Rook, and feeling like I was straight-up harassing Emmrich in early flirting dialogue.
The main issue: I don't care for the Mourn Watch. I like the Mourn Watch characters, but the organization makes me crazy. We hear so little about how they function in the context of an Andrastian nation like Nevarra. Summoning the dead in a world that still believes souls join the Maker's side in the Fade is huge. I wanted to really dig into discussions on the afterlife but in the end I'm supposed to go 'waow cool skeletons' and forget that religion is such an important facet of Thedas. I was so bummed!
I made him a Lich because he didn't seem to care either way. Reuniting him with Manfred is morally good, turning him into an eternal protector of the Necropolis is morally good. Emmrich is happy with whatever, so I gave him whatever, and I said 'whatever' when it was all over. My god is that man cute, but the romance overall just didn't do it for me.
Should've known when I saw his rotunda lol Bioware you sly dogs you got me again!
Personal final thoughts:
Well? I don't think I'm sad anymore, but I am left with complicated feelings. Obviously things are a little different for me being an EA Partner and getting an idea of just how much work has gone into making the game exist period. And I think because I can't blame it all on one person, shit all over it, and move on that these feelings are just kinda churning with nowhere to go.
Things could have been handled better. Didn't like the attempt to hide the world states until launch, or the dismissive comments from writers about it. Didn't like the AMA answers. And this isn't really my business but I'll say it anyway: I feel like the community council was thrown to the wolves, having to base their DA4 impressions around the sliver of content they were allowed to see, and having a much more hands-off role than implied.
I hope DAV is taken as an opportunity to refocus, double-down on what makes Dragon Age so beloved, and lean into those strengths unapologetically. Easier said than done -- as much as I loved Swen's speech about creating games free of marketing expectations and mimicking the latest trends that's often times impossible -- but I want to believe it can be done in this case.
Anyway both Sabine & my antibiotics are complete and I'm overcoming my moodiness and getting back to work on commissions! I've cured the Blight in more ways than one! 😄
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wauzmons · 2 years ago
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We have been Betrayed, Backstabbed, Bamboozled: The Future of Elysian Eclipse
So, if you are active on our Discord, you know that EE is made in the Unity Engine and the CEO just decided to massively fuck over all the devs who are using it...
Callum Upton made a great video explaining the situation:
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But it gets even worse!
Unity since defended themselves, saying that these fees are only affecting 10% of their customers, because of the $200k and $1m thresholds, so Indie devs don't have to worry about that.
…which isn't true:
Unity Plus
They aren't only introducing these fees but also changed the regular pricing plans! They just removed "Unity Plus" which is the lowest tier and costs about $50/month per dev with taxes. This is what most indies use. The next higher tier costs QUADROUPLE that amount and is also required to remove the universally loathed "made with Unity" splash screen. Oh! And if you have the personal tier, you won't be able to use Unity offline anymore! It now needs to do a license check every 3 days to function!
Unity's Ad Service
The fees will hit devs that do free-to-play mobile stuff especially hard, since they still have to pay the fees even when the players don't buy anything, meaning they could end up owing Unity more than they make in income. But what's this? If you use Unity's advertising service for your game, you will get a discount on the fees! The majority of mobile games run on Unity, meaning they are trying to monopolize the mobile ad market with this!
Publishers
Elysian Eclipse has caught the interest of a really big studio and publisher, who is considering to handle the marketing and publishing for the game. They are obviously planning to make the game come out big with sales, going beyond Unity's thresholds. But since the game is made in Unity, they probably now have to reconsider that carefully, since that would cause a massive amount of fees with Unity's new pricing model. So any game using Unity is now an instant turn-off for publishers, also massively hurting indie devs who don't reach that income threshold yet.
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What will happen now?
So, Unity can't be trusted anymore and should be seen as a major threat to us and the gaming industry. Even if they walk back on some of these decisions, what has been said, has been said. They showed that they don't care about destroying thousands of games, as long as it nets them profit, so who knows what they are going to do next?
I will pause the development of Elysian Eclipse and release the Patreon demo, including all the prototypes like Aquatic Stage for free today. I canceled my subscription and it will run out next year, so Unity isn't getting a single cent from my games anymore.
Unreal Eclipse?
In the meantime I'll focus on improving my C++ skills, so I can work more effectively in Unreal Engine 5. Unreal is the current industry leader, offering much better solutions for graphics and performance for 3D games. It is also partially open source and completely free until you reach $1 million in revenue.
It is unlikely that I will be able to just translate the game from C# to C++ and port it over, since it is using a lot of engine-specific features. This basically means, we will start from scratch... I can't tell yet how much work this will be or in what ways the game will change.
But one thing, you can always be certain of: I will NEVER BETRAY MY DREAM. I will finish this project, no matter who or what stands in my way. I hope you will continue to support me on this journey.
That being said,
FUCK JOHN RICCITIELLO!!
Fucking cunt.
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Hi there! I'm a twine game developer and I noticed you'd converted your games to be used on Steam and the Google Play store. I'd love to ask a few questions about this, if that's okay? 1. What tools/methods did you use to convert your Twine game to APK? Did you come across any limits with file sizes and game dependencies? e.g. Images pushing you over the 100mb limit? 2. As above, but what tools/methods did you use to get Twine into an executable for Steam? Were there any hiccups here? 3. If you had to make a text-based game with gamified elements and graphics (and you wanted it on Steam/Android, and to retain screen reader capabilities) would you do it in Twine again, or would you use another engine or solution such as Ren'py, Godot, Unreal, etc? Thank you so much for your time!
Hi.
Under the cut, you'll find a list of videos and links that helped me put the game on Steam and Android.
Feel free to ask any questions as you go through the process—some steps aren't detailed here, as a few things currently escape my memory.
To be able to publish your game on Steam, Google Play, or Apple store, you need to create an account.
Follow the steps on this video to create an account on Steam:
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Or this one:
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This is the Steam work page to start:
Follow this step for google Play
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Twine game needs to be repacked as app before you can publish them.
To repack your Twine games, use these steps:
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For Google, you'll need an Android repacker. You can use this one below: (This site is not free)
Here is how to use it (Skip to 3:01 minutes)
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For point #1, I had no issues with size or image limit. Steam does give you different ways to upload depending on the size of your game.
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For point #2, there will be hiccups and errors when you try to complete this checklist on Steam, but again, watch the videos and send some questions my way, I'll help as much as I can.
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For point #3, I have no idea about the Screen Reader part. I know Twine is good for it, but personally, I don't plan on using Twine any longer, I'm moving to Renpy because it's are easier for me as of now.
Side note: Be sure to watch even more videos than those listed and don't hesitate to do additional research on Google whenever you feel stuck. Most questions and answers are already out there, so a quick search can often point you in the right direction.
If you still need help, feel free to send your questions my way!
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jeremy-ken-anderson · 2 years ago
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Unity
Unity just pulled a WotC and acted like they were the only game in town - changing their payment/service structure in a way that suggests they think they've got a monopoly - and much like WotC they've been politely informed by the game development community and Reality At Large that no, actually, they are a business with competitors who are only too happy to snap up the free market share and show off their own development engines to anyone who is suddenly looking for a new one For Reasons.
Like, the announcement about Unity's pricing change hit the news blogs a day or two ago and as of today every blog I follow that does game development is like, "Let's do a quick comparison of Godot and Unreal Engine to see which would be the better dev environment for switching your game to!"
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buzzdixonwriter · 5 months ago
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The End Of An Error
AI is good for crunching large amounts of data to find patterns within it. Humans then need to analyze those patterns. For research, it might be extremely useful. However, since most of us here are creators of one stripe or another, I'll focus on what it's doing there. It's wreaking havoc among musicians who previously found some sort of steady, reliable income through Spotify and other streaming services. AI generated music crowds out all but well established acts and old standards; musicians struggling to break through find their support in live performances and merchandise. AI generated blog posts and emails are already dominating those venues, perversely causing more and more people to ignore them. In fiction writing it enables mediocre writers to hack out acceptable mediocre genre fiction at prodigious rates. There, too, it will eventually undermine itself as discerning readers look for something more original and idiosyncratic. Original writers will need to put more time into promoting / marketing themselves, and the revenues will probably dip the way they have for musicians, but the ones who weather through it will survive. Artists are already being hard hit. Top line design jobs will still go to humans who can understand the wants and needs of other humans, but for lots of lower level art jobs it will be easier to generate / steal art (full disclosure: I gleefully swipe AI generated art when I find something that fits my fictoids when I post them on my blog; unlike public domain art I post, the AI prompters get no credit or recognition). The next big sh!t hammer to fall will be AI video. Already passable short films have been made using AI generated clips skillfully edited together.
 It helps that most of these are short-shorts of a horror / sci-fi / fantasy nature since AI’s inability to remain consistent can play into the air of unreality found in those genres.  Once AI learns how to stay on model it will be a major game changer. Elsewhere I've said I have no objection against people using AI for personal amusement, creating their own music videos, mashing up art, creating political satire, etc. But doing that is going to undermine mass media by creating user-specific content. What that will do culturally is anybody's guess; what happens to cultural touchstones when there isn't one version of Gilligan's Island but a three hundred million? There's a lot of practical uses real artists can find for AI (musicians trying out different orchestrations, artists doing a variety of concepts before settling on the one they want to develop, writers creating prompts for themselves, etc.) but it's already disrupting the creative sphere.
 © Buzz Dixon
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felassan · 2 years ago
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Illuminating tweet series by a former Anthem developer [source].
They mention elsewhere in the thread that Anthem was developed in 15 months. Per the tweets, before this period, it spent 5-6 years in pre-production, lacking a clear vision and with an ever-changing vision; in game development this causes a lot of working and reworking. The devs were talented and all passionate about the game, but they were building "a new IP from nothing on an engine that was meant for an FPS with half a team that had never created live service games".
They further elaborate in more tweets that:
EA had their reasons to release it early but were stupid and the devs' team "had to pay the price". EA learned a lot from the development of Anthem but whether they applied those learnings is unknown
Jason Schreier's article (How BioWare's Anthem Went Wrong) was all 100% true at one point in development or other, and only scratches the surface
How did they manage to ship it in 15 months? The dev mentions working about 90 hours a week for 15 months. Many other devs on the team were also doing so and they think that others were doing 90 hours a week prior to the 15 month mark. "It wasn't sustainable and not even a position we should have been in." "I'm fine now, but not without damage. Contributed to the cost of my marriage and I needed therapy for a while after that endeavor." "It was a lot of morale hits on a personal level and a team level. Everyone had their own way of dealing with it." "There was a lot of pissed, stressed, rinse, repeat. It was a vicious cycle." "I guarantee we could have put something out in Unreal. Working in Frostbite was rough." After launch the team got death threats because of drop rates
Anthem was delayed as it had missing features, lack of polish and bugs that needed fixing. Another big problem that it faced was that it had lots of scope creep. "There were really high expectations for this game and the team felt it. We always were trying to push for cool features, etc.. So I think we could have done it if we kept our scope creep in check."
The main team was focused on getting the game out in a functional state. "We really needed another 1-2 studios to make endgame content while we were finishing up the game."
After launch it was all hands on deck to stabilize the game. Content and features that they wanted to do consequently kept getting deprioritized. A major focus they were trying to address at launch was all the server issues. "I think the shittiest part about this, besides no endgame and replay ability, was that during development, management was putting in gating mechanics to 'lengthen' the time it took to complete the story. IIRC it was removed from the final version after backlash from devs."
"It was a great team effort to get the controls how we shipped. We went through many iterations and it was super rough in the beginning. I know the team was really happy where the controls landed too. We actually took in a lot of feedback from the EA game changers."
A Twitter user asked "When you say it wasn’t ready, was that always communicated with other members of the team i.e. publishers?". The dev replied "I think it was ignored/denied from leadership. There is a story there, but I will refrain."
A transparent retrospective on Anthem/its development will likely never come to light because of both current and former devs still being under NDA
The dev has an assumption that if they didn't release Anthem, BioWare would have been dissolved. They also observe that BioWare just wasn't good at multi-project development, which is hard. Most people at BioWare didn't believe in "BioWare Magic". There was and maybe still is a lot of stress and politics surrounding Anthem from the development and publishing side (a problem not specific to Anthem). The dev mentioned that it was both an EA failure and a BioWare upper management failure. "I actually don't think it was all EA's fault. A developer and publisher is supposed to be a healthy relationship of trust and transparency. It's a 2 way street which i don't think was satisfied on either side."
Re: who made the decision to release the game in the state it was, some of them left and some remain at BioWare
On Anthem 2.0/Anthem Next, the game was really fun and was going in the right direction. The team had hit a really great milestone, when EA canned it. It was a different development team driving Anthem 2.0. The team were gutted when it was cancelled
(please note it's always best to read tweets and the like in full and in context, from the original source)
[source]
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teamofkeys · 9 months ago
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We harness the power of this popular game for Unreal Engine Game Development Services in Noida, creating super-immersive, photorealistic 3D games that transport players into another reality. For more details. Visit Now!
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vndev · 2 years ago
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Spooktober VN Jam Sponsorship Announcement!
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We're very happy to announce our sponsors for the Spooktober Visual Novel Jam 2023 competition! Without them, our competition couldn't exist, so lets thank them for what they do for visual novels!
Ratalaika Games joins us again this year as our top dog sponsor! Ratalaika Games is a publisher and port service provider for visual novel developers looking to take their RenPy games to the Switch console!
JAST USA and JAST Blue joins us for the first time this year! JAST is a name known well by fans as a localizer of Japanese games and visual novels. They're seeking new otome and BL creators and showing their support for our community and competition!
Vograce also joins us for the first time this year! Vograce iss a merchandise provider for charms, pins, and other merch essentials. Vograce is seeking to support developers by being the best place to get merchandise made for your fans to enjoy!
Visual Novel Design also joins us for the first time this year, though many of you already know the man behind it! Spooktober VN Jam winner Vimi shares his tips and tricks to creating great visual novels through his YouTube platform. New and veteran devs can learn a lot!
Lastly, Visual Novel Machinery joins us this year. VN Machinery is an Unreal Engine based plugin designed for experienced Unreal Engine developers looking to make visual novels through their engine of choice!
We've received a total of $8,500 from our sponsors, and we're excited to see what you'll make this year! We're working to get the prizes and categories sorted out still, so stay tuned for more information and check out the jam page over on Itch.io!
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