🚨 New AI builds Indie-to-AAA props and characters 🚨 See the demo : https://bit.ly/m/Kaedim Take-Two is planning to close or potential sell its indie-focused publishing label Private Division. That's according to an IGN report, which cites sources familiar with the matter who say almost all Private Division staff have been laid off. Take-Two has declined to comment. Management reportedly told employees in April that Take-Two would no longer support the publishing label, with only a handful of staff left to handle the remaining publishing deals. These include Moon Studios' No Rest for the Wicked, Wētā Workshop's Tales of the Shire, and an unannounced title from Pokémon developer Game Freak. Read more ⭐ The world's best game studios ship 7x faster | Learn more at 🚨 New AI builds AAA characters 🚨 See the demo : https://bit.ly/m/Kaedim - try it today to turn sketches into game assets in minutes.
Take-Two to sell AAA titles to Game Freak
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🚨 New AI builds Indie-to-AAA props and characters 🚨 See the demo : https://bit.ly/m/Kaedim Take-Two is planning to close or potential sell its indie-focused publishing label Private Division. That's according to an IGN report, which cites sources familiar with the matter who say almost all Private Division staff have been laid off. Take-Two has declined to comment. Management reportedly told employees in April that Take-Two would no longer support the publishing label, with only a handful of staff left to handle the remaining publishing deals. These include Moon Studios' No Rest for the Wicked, Wētā Workshop's Tales of the Shire, and an unannounced title from Pokémon developer Game Freak. Read more ⭐ The world's best game studios ship 7x faster | Learn more at 🚨 New AI builds AAA characters 🚨 See the demo : https://bit.ly/m/Kaedim - try it today to turn sketches into game assets in minutes.
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🚨 New AI builds Indie-to-AAA props and characters 🚨 See the demo : https://bit.ly/m/Kaedim 'Nobody is shutting us down. We are going into hibernation because we're done with this project.' ⭐ The world's best game studios ship 7x faster | Learn more at 🚨 New AI builds AAA characters 🚨 See the demo : https://bit.ly/m/Kaedim - try it today to turn sketches into game assets in minutes.
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🚨 New AI builds Indie-to-AAA props and characters 🚨 See the demo : https://bit.ly/m/Kaedim 'Nobody is shutting us down. We are going into hibernation because we're done with this project.' ⭐ The world's best game studios ship 7x faster | Learn more at 🚨 New AI builds AAA characters 🚨 See the demo : https://bit.ly/m/Kaedim - try it today to turn sketches into game assets in minutes.
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🚨 New AI builds Indie-to-AAA props and characters 🚨 See the demo : https://bit.ly/m/Kaedim 'Nobody is shutting us down. We are going into hibernation because we're done with this project.' ⭐ The world's best game studios ship 7x faster | Learn more at 🚨 New AI builds AAA characters 🚨 See the demo : https://bit.ly/m/Kaedim - try it today to turn sketches into game assets in minutes.
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🚨 New AI builds Indie-to-AAA props and characters 🚨 See the demo : https://bit.ly/m/Kaedim 'Nobody is shutting us down. We are going into hibernation because we're done with this project.' ⭐ The world's best game studios ship 7x faster | Learn more at 🚨 New AI builds AAA characters 🚨 See the demo : https://bit.ly/m/Kaedim - try it today to turn sketches into game assets in minutes.
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#games #terminology i kind of think that many people start to get a little bit frustrated with an overwhelming use of termin “UGC” and way it is used to generalise all direvative content on various industries. This also goes hand by hand with “creator” overuse for literally anyone who does something around anything on the internet. I also get the concept, that it’s convenient to make massive presentations about infinite army and scale of “creators” producing “UGC” accelerating with the use of “generative AI”, but practically this is so far from reality it can only be. People who produce content have different skillsets, level of time, energy, desire, motivation and passion around gaming community. There are modders, who effectively are developers. There are entertainers who produce reviews, walkthroughs, videos, short form of content. There are people who specifically learned to use 1-2 tools to do very specific bit of content. Fanfick writers. Community and wiki organizers. There are indie developers producing mini-games for platforms like UEFN and Roblox. Many more various groups. And you cannot unify them all under one term, set of rules, tools and expectations. And they are not convertible between each other, or sometimes are, but with 1-2 percent chance. Can we please stop pretend that everyone can and will do everything equally good and passionately if you throw them a bit of money and a toolset. This is simply not true. And if you opt to follow things that are not true in your plans, forecast and product you will end up failing.
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In this talk, Brain will discuss how the skillset and mindset for game developers has changed over the years. From the early years of engineering driven decisions to the design heavy cross platform years, to data driven mobile pay to play. Then, we will touch upon the future of game devs, as we head into the worlds of immersive experience, in our reality or others. 🌍🌎🌏 It's an exciting time to be a game developer, as the very nature of how humans use computers has started to become more and more game like at a low level. #gamejam #nordicgamejam #gamedev #dkgame #ticketing
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I saw this article this morning and while insightful, I'm not sure I agree entirely. This is maybe true for the indie studios that have over-extended themselves, but as far as the big AAA studios go I don't think it's developers that need business education: it's business people needing games education. Concord came out chasing a trend that started and became tired within its development cycle: hero shooters and games as a service. As a result of the increasing scope and cost of making games they simply couldn't get out fast enough to make money from the competition. Like the Old Republic, chasing World of Warcraft's popularity: it was an MMO and took less time to make, but it still got in a bit too late (and in terms of its development, too early) to make good on the trend. But it at least is still around by comparison, and has its dedicated fans. So long as developers are directed to chase trends but also make their games massive and complex, the industry will continue to see games like Concord. We cannot keep chasing ambulances. I'm curious what others think.
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