Skip to main content

PC reports and market data

1,844 documents·74 writers·3,153 charts and tables

Documents

Cover of Building a Mixing Sandbox for 'Just Cause 4'
28 min
Game Developers Conference28 min

Building a Mixing Sandbox for 'Just Cause 4'

The development of the audio mix for Just Cause 4 at Avalanche Studios centered on transitioning from a traditional, compression-heavy approach to a modular, system-driven "sandbox" framework.

  • Avalanche Studios transitioned from a dynamics-driven mix in 'Just Cause 3' to a state-based, siloed architecture in 'Just Cause 4' to eliminate audio pumping and CPU-heavy side-chain compression.
  • By implementing granular microstate snapshots for vehicle audio, the team reduced the authoring time for a single vehicle mix from several hours to just a few minutes.
  • The team abandoned traditional side-chaining and compressor-based mixing in favor of a priority-based system that uses game-design parameters to modulate EQ, balance, and spatial imaging in real-time.
Game Developers ConferenceNov 2021
Cover of Making Your First Indie Game (5 Tips for 2021 & 2022!)
9 min
Thomas Brush9 min

Making Your First Indie Game (5 Tips for 2021 & 2022!)

The primary objective for aspiring indie game developers is to successfully transition from hobbyist to professional by prioritizing the completion of a first project over the pursuit of a perfect "dream game."

  • Prioritize project completion over perfection by limiting scope, as time is the developer's most valuable resource for long-term sustainability.
  • Develop a highly polished prototype to secure external funding from sources like publishers, Kickstarter, or platform deals, which provides the necessary accountability to finish the project.
  • Build a community early through consistent social media engagement and devlogs to generate the momentum and wishlist requests required for visibility on platforms like Steam.
Thomas BrushNov 2021
Cover of Classic Game Postmortem: 'Star Wars Galaxies'
57 min
Game Developers Conference57 min

Classic Game Postmortem: 'Star Wars Galaxies'

Star Wars Galaxies represents a landmark experiment in early 2000s massively multiplayer online game design, prioritizing player agency and sandbox freedom over traditional quest-driven progression.

  • Star Wars Galaxies suffered from a rushed development cycle, with the team forced to launch the game after only two years and nine months of production, resulting in a poor initial user experience and high player churn.
  • The game pioneered advanced technical features for 2003, including a procedural terrain generation system that allowed for runtime building placement and a character customization system utilizing morph targets.
  • The game's economy was entirely player-driven, requiring users to bootstrap resources from nothing, which created deep engagement but caused significant database stability issues.
Game Developers ConferenceNov 2021
Cover of How to Brand a New Game Studio with Joe Nickolls, President of Timbre Games
88 min
Deconstructor of Fun88 min

How to Brand a New Game Studio with Joe Nickolls, President of Timbre Games

Establishing a new game studio in the competitive Vancouver market requires a strategic shift toward human-centric employer branding.

  • Prioritizing a values-driven, human-centric culture over traditional corporate prestige allows new studios to differentiate themselves and attract high-quality talent in competitive markets like Vancouver.
  • Timbre Games achieved a workforce composition that is 67% women by removing exclusionary, jargon-heavy language from recruitment processes and prioritizing transparent communication.
  • Operational success is driven by the philosophy that internal culture directly dictates creative output, ensuring team cohesion translates into high-quality player-facing game design.
Deconstructor of FunNov 2021
Cover of I made Shadow of the Colossus... BUT IT'S 2D
10 min
Thomas Brush10 min

I made Shadow of the Colossus... BUT IT'S 2D

The challenge of translating the atmospheric scale and complex mechanics of Shadow of the Colossus into a 16-bit, 2D Super Nintendo-style experience serves as the primary focus of this development project.

  • The project successfully distilled the core emotional experience of the 3D title Shadow of the Colossus into a 2D, 16-bit format through a compressed three-day development sprint.
  • To achieve a retro aesthetic, the developer created 4K assets in Photoshop and used nearest-neighbor resampling to downscale them into crisp, pixelated visuals.
  • A dynamic orthographic camera system was implemented in Unity to simulate the original game's sense of vast scale by adjusting zoom levels based on player proximity.
Thomas BrushOct 2021
Cover of I made Skyrim... BUT IT'S 2D
10 min
Thomas Brush10 min

I made Skyrim... BUT IT'S 2D

Recreating the complex, three-dimensional world of Skyrim as a two-dimensional side-scrolling adventure requires significant artistic adaptation and technical simplification.

  • Adapting 3D open-world titles to 2D requires significant creative liberty and technical simplification, as demonstrated by a seven-day development project using Unity and Photoshop.
  • Visual depth in a 2D side-scrolling format is achieved through layered illustration, parallax scrolling, and the strategic use of foreground elements like moss or stones.
  • To maintain visual fidelity, the project utilized a 4K canvas and color palettes sampled directly from the original Skyrim assets.
Thomas BrushOct 2021
Cover of I PLAYED YOUR GAMES! | Game Design Feedback
40 min
Jonas Tyroller40 min

I PLAYED YOUR GAMES! | Game Design Feedback

Indie game development often hinges on the delicate balance between innovative core mechanics and the accessibility of the user experience.

  • Indie titles like Hoverblade, The Court of Wanderers, Raw Shire, and Sky Tale suffer from a disconnect between atmospheric ambition and the practical clarity required for player engagement.
  • Poor execution of fundamental design elements—specifically unintuitive controls, poorly paced tutorials, and cluttered UI—frequently obscures the core gameplay quality.
  • Developers should prioritize visual distinction by utilizing ambient occlusion, color grading, and environmental depth cues to improve immersion and readability.
Jonas TyrollerOct 2021
Cover of Ghost in the Machine: Authorial Voice in System Design, 'Frostpunk' & Beyond
30 min
Game Developers Conference30 min

Ghost in the Machine: Authorial Voice in System Design, 'Frostpunk' & Beyond

The concept of authorial voice in game design posits that a creator’s worldview is inherently embedded within their work, manifesting not only through narrative, visuals, and audio but also through the underlying mechanics and system balance.

  • Game mechanics are not neutral; they carry the authorial voice and worldview of the designer, meaning every systemic balance decision communicates a value judgment.
  • In Frostpunk, the design team realized that balancing mechanics—such as the penalty for amputations—required careful ethical consideration, as purely functional math can inadvertently express a worldview the designer does not hold.
  • Designers must be aware that players increasingly analyze games beyond surface-level narratives, interpreting the underlying systemic rules as a form of communication or ideological statement.
Game Developers ConferenceOct 2021
Cover of Superstar Session: Why Protection Matters?
28 min
PocketGamer.biz28 min

Superstar Session: Why Protection Matters?

Mobile gaming has experienced significant growth, particularly during the pandemic, with mobile titles now accounting for 66% of total app store revenue.

  • Mobile games now generate 66% of total app store revenue, making the protection of game integrity a critical financial priority for publishers.
  • Security analysis of the top 50 Google Play Store games shows that 98% are susceptible to tampering, with 49% having active, functional cheat versions available.
  • Memory editing tools like Game Guardian pose a significant threat, with 16% of top-tier mobile titles currently vulnerable to runtime modifications.
PocketGamer.bizOct 2021
Cover of Sell Your PC - Games Will be Created with Phones
28 min
PocketGamer.biz28 min

Sell Your PC - Games Will be Created with Phones

The mobile gaming industry faces significant challenges regarding market saturation, high development costs, and the difficulty of game discovery.

  • Frogmind’s Hype platform aims to democratize game development by shifting workflows from PC-based environments to a mobile-first, no-code editor.
  • The platform enables rapid development by allowing users to 'remix' existing projects, reducing creation cycles from months to hours.
  • Hype addresses mobile discovery challenges by using an algorithmic, short-form video-style feed that prioritizes personalized user engagement over static app store charts.
PocketGamer.bizOct 2021
Cover of Breathing Life into Greek Myth: The Dialogue of 'Hades'
60 min
Game Developers Conference60 min

Breathing Life into Greek Myth: The Dialogue of 'Hades'

The development of Hades represents a significant evolution in narrative design for the roguelike genre, demonstrating how extensive voice acting can transform the experience of repeated player failure into a compelling storytelling mechanic.

  • Supergiant Games produced a fully voiced experience for 'Hades' featuring over 21,000 lines of dialogue and 30 characters, despite initially underestimating the final scope of the project.
  • To differentiate the game's setting, the team utilized a cultural accent divide where characters native to the underworld speak with American accents, while those of Greek or surface origin use British accents.
  • The narrative design used extensive voice acting to mitigate the frustration of failure in a roguelike, ensuring that even repetitive gameplay loops remained engaging through constant dialogue updates.
Game Developers ConferenceOct 2021
Cover of How To Make A 2D Platformer In Unity (THE FASTEST WAY!)
44 min
Thomas Brush44 min

How To Make A 2D Platformer In Unity (THE FASTEST WAY!)

Accelerating 2D platformer development in Unity relies on leveraging pre-built frameworks and modular architectural patterns to minimize redundant coding.

  • Accelerate development by utilizing pre-built frameworks for physics, movement, and animation to bypass the time-intensive initial setup phase.
  • Implement a singleton-based architecture to provide global access to core components like the player and game manager, reducing complex dependency chains.
  • Integrate PSB files and layered Photoshop workflows to enable dynamic graphic updates that automatically propagate throughout the project.
Thomas BrushOct 2021

Writers

Related topics