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Ask a Game Dev

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Ask a Game Dev's title: Ask a Game Dev

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It's difficult to treat something as broad as game textures as something monolithic. For example, it would be silly to have 4k textures applied to an arrow, especially if that arrow is only in flight for a few seconds at most and won't be closely observed by the vast majority of players. This principle applies to many things like background elements, props, or even characters...


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Let's establish something first - it's actually pretty difficult to peel players away from a lifestyle game. There's a reason they have an established player base and those players are being served what they want in a community that's already established. It isn't an impossible feat, but it is an uphill battle. Historically, it has been exceedingly difficult to ...


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It generally depends on how many players are still playing regularly. If Riot is looking for sustainability, the planned content release schedule and scope will be commensurate to the capabilities of the remaining team and the overall monthly player count. If the player count bleeds out too quickly over time (e.g. Highguard), then it is likely they will announce that the new ...


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You're leaving out the player agency in these decisions. Players choose what they spend on. If the game or the DLC isn't worth the money, they'll quit. We expect 80-90% of initial players to quit playing our games! Now... let's take a look at how things actually end up working. These statistics are taken from the Video Game Insights 2024 report, you can read it by clic...


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The ease of cancelling something is proportional to how close to the beginning we are. When it's still just a small number of devs coming up with an initial pitch, it's super easy to cancel because it doesn't cost very much. We haven't done that much work on it, so at most we lose some documents and maybe some prototypes that we built. Remember, the majority of the cost of an...


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