Engines

Something About Japan: Square Enix on Luminous Studio and “pushing back” against the west

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at 02:18pm November 26 2012
Agni's Philosophy

With the use of thirdparty engines more prevalent than ever, Square Enix’s creation and use of Crystal Tools in games such as Final Fantasy XIII, Final Fantasy XIV and Dragon Quest X marks the company as one of a select few to work on proprietary tech – something Hashimoto has much to say about. “In reality, when trying to do something a little unusual [using a third party engine], it becomes necessary to engage in negotiations with the company who created it, perhaps asking them to improve or extend some of the engine’s capabilities,” he explains. “The process is inefficient, and becomes a shackle to the artists. Therefore, with the technical side of Luminous Studio under our control, we can fashion an environment which allows our creators to let loose their full capabilities.”

Metal Gear Solid: Ground Zeroes revealed

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at 12:10pm September 2 2012
Metal Gear Solid: Ground Zeroes revealed

At PAX 2012 yesterday, Hideo Kojima showed an 11-minute realtime demo of Kojima Productions' new game, Metal Gear Solid: Ground Zeroes, which runs on its next-generation Fox Engine and will be released on 360 and PS3.

Assassin’s Creed 3: “Our challenge was, ‘reinvent everything’”

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at 12:13pm August 30 2012
Assassin's Creed 3

Assassin's Creed III, the cover star of E245, is no mere sequel with a new setting, according to the team who've spent the past three years working on Ubisoft's biggest-ever project. Instead, it's intended as a reinvention, rather than mere iteration, of the multimillion-selling series.

Making games with XNA

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at 12:46pm August 24 2012
Making games with XNA

How To Make A Game continues with a look at Microsoft's game creation toolset XNA.

The Making Of: Fuel

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at 11:04am August 23 2012
The Making Of: Fuel

People who’ve played Fuel a certain way will tend to look past you when asked what it’s about. Their eyes might narrow as they mutter something about mountains, tornadoes, skyscrapers buried in sand, brush fires, shipwrecks, and a ghostly airbase in the heart of the desert. They’ll talk about rumours, serendipity and the biggest landscape in videogames.

Molyneux: “Populous wouldn’t have existed if Unity was around in 1989″

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at 11:05am August 22 2012
Peter Molyneux

During a keynote at Unite 12 in Amsterdam this morning, 22Cans founder Peter Molyneux outlined the five ingredients he feels are essential to game design, and admitted that Populous might never have existed if Unity was around in 1989.

Unity announces Windows Phone 8 support

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at 09:50am August 22 2012

At Unite 2012 in Amsterdam today, Unity Technologies CEO David Helgason has announced that its game creation platform Unity will soon support Windows 8 and Windows Phone 8.

RIM launches Gameplay, a cross-platform engine for indie devs

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at 04:26pm August 7 2012

Blackberry maker Research In Motion has launched a cross-platform, open-source 3D engine aimed at indie developers.Dubbed Gameplay, the tool supports Blackberry 10 and Playbook 2.0, iOS 5.1, Android 2.3+, Windows 7 and Mac OS X. Among other features, Gameplay offers built-in physics, particle and animation systems, a shader-based material library and a UI construction kit. For the full feature list, click the source link at the bottom of this story.

How To Make A Game

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at 04:09pm August 7 2012
How To Make A Game

You've played plenty of them, and think you've amassed enough knowledge about what does and doesn't work. But how do you make a game? In the coming weeks we'll be publishing a wide range of advice on how to make your first videogame: the tools to use, the platforms to target, sources of funding and, once it's out there, how to avoid your game sinking without trace in an increasingly competitive market.

Valve’s next-gen engine outed by Source Filmmaker

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at 01:07pm August 6 2012

Valve's movie-making tool Source Filmmaker contains references to Source 2, seemingly a next-gen engine in development at the company.Over 60 references to Source 2 were uncovered by Valvetime in the Source Filmmaker script files. One reads: "Return an str with the current engine version. If key doesn't exist, assume 'Source', otherwise invalid – assume next-gen 'Source 2'."

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