Supermassive Games
CompanyUnited Kingdom
Documents about Supermassive Games
The Game Business58 min
Is the Stop Killing Games Campaign destined to fail?
The Stop Killing Games campaign seeks to establish legal mandates for the preservation of online-only titles, aiming to protect consumers from losing access to purchased software when developers sunset servers.
- The 'Stop Killing Games' campaign faces significant legislative hurdles in the UK, EU, and California due to fundamental conflicts with existing intellectual property and consumer protection laws.
- Technical dependencies in live-service architectures, such as third-party assets, licensed music, and proprietary middleware, often prevent developers from legally releasing or preserving software even when they are willing to do so.
- Industry trade bodies oppose mandatory preservation initiatives, arguing that a one-size-fits-all legislative approach is incompatible with the diverse operational needs of studios ranging from independent developers to major publishers.
The Game BusinessAug 2026
PocketGamer.biz19 min
Session:Using High-Quality Cinematics To Nail Your Pitch Without Breaking The Bank - Robert Craig.
The presentation outlines a methodology for creating high-quality, cinematic game pitches and trailers using Unreal Engine 5, emphasizing efficiency and cost-effectiveness.
- Unreal Engine 5 tools like Nanite and Lumen allow developers to bypass traditional, time-consuming workflows such as retopology, enabling high-quality cinematics to be produced with minimal budgets and small teams.
- The Metahuman framework, combined with digital casting via 3D scan libraries, allows for efficient creation of realistic characters by ingesting raw scans into the Metahuman rig for shading and animation.
- A physically based lighting and camera workflow—matching real-world lux values for specific times of day to engine directional lights and HDRI—creates consistent, cinematic results that are easily adjustable shot-to-shot.
PocketGamer.bizFeb 2026
Game Developers Conference57 min
'Dark Pictures: Season 1': 4 games in 4 years: Audio Systems for Narrative Horror
Supermassive Games successfully navigated the challenges of an aggressive annual release schedule for the Dark Pictures Anthology by shifting from traditional, linear audio pipelines to systemic, procedural frameworks.
- Supermassive Games developed a systemic, runtime-driven audio architecture for 'The Dark Pictures Anthology' to deliver cinematic quality without relying on linear, pre-rendered cutscene pipelines.
- To manage performance in titles like 'House of Ashes,' which featured up to 50 enemy soldiers and 11 friendlies, the team implemented a distance-based culling system for audio events and emitters to respect CPU constraints.
- The studio developed a '50% Center Bias' panning system for dialogue and Foley, which prevents immersion-breaking harsh cuts by constraining audio panning to half of the character's actual position relative to the listener.
Game Developers ConferenceAug 2023