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180°

Gamerevolution: Best Developer 2011

Some developers excel at surprising gamers while others create new worlds for players to explore. Some manage to cram their personality and creativity into every corner of a world and others create games that are fun to play in every aspect. Rocksteady is all of these things and no game is more exemplary of this than Batman: Arkham City.

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gamerevolution.com
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Community5252d ago
WhiteLightning5253d ago

After that whole DLC stunt they pulled....Catwomen, Skins, Robin/Nightwing which in my opinion were clearly pulled from the game for early DLC.......I would never pick them for best studio.

cyborg69715252d ago

It was wb the publisher not rs. And yes they deserve it. AC has so much detail. My Goty.

60°

Steam Controller (2026) review

Second time's the charm.

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Community12d ago
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Christopher14d ago
cl198312d ago (Edited 12d ago )

Seams like a nice controller

Reaper22_12d ago

Two analog sticks acrossvftom each other is a no go.When will everyone learn.

50°

Ex-Naughty Dog Dev: Big Studios Are 'Forced' to Hire Like Factories

Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.

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powerupgaming.co.uk
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Community21d ago
20d ago
phongtro123_com20d ago

There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.

DarXyde20d ago

More than that, it's logistically untenable. Inevitably, when teams get too large, how do you keep tabs on accountability? I suspect this massive team size is a consequence of the perfectionism streak Naughty Dog has.

I wish we could have so many people working on something and it turns out great because I'm all for collaboration in spirit - the problem is too many people as part of the larger team and smaller units. Suppose for example that you have too many people in the art department; you will very often come up against fiercely competing visions for how things should look. That competitive vision will cause friction between team members, team doesn't work as a unit, the back and forth can further delay parts that the other departments are waiting for, etc etc.

A 200-person team says, to me, that we need to scale back game development. Even if it means we go back to PS2 era costs and scale, why not? Those games are still great fun, the budgets were in check, and you could literally break the 200-man team into like 10 20-man teams working on different projects.

40°

Half-Life & Portal Writer Says It’d Be “Silly Not To Look Into” Generative AI

Half-Life and Portal writer Erik Wolpaw has detailed how his team has been using Generative AI for research and development at Valve.

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twistedvoxel.com
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