GameDev Pulse
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Level Design tips from Jesus_Machina

#LevelDesign@GameDEV
#Tutorials@GameDEV
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Morning, folks!
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We are halfway through 2026

#LayOffs@GameDEV
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PlayStation, just leave this game already, it's cooked, let it die, move on

#PlayStation@GameDEV
#Marathon@GameDEV
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Every reference from Yani Neko

#Anime@GameDEV
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You may've guessed why other companies haven't fought back about disks on PlayStation? They were not informed. Despite new tasks and new deals, PlayStation managers were not warning partners at all.

Who else didn't know? Most of the regional offices and teams got this update from the media. So they were unintentionally misleading their local partners.

#PlayStation@GameDEV
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And somehow they still have to make more Doom games with half of the team 🫑

#XBOX@GameDEV
#LayOffs@GameDEV
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My sanity leaves the body as I'm trying to fit 17 years in the game industry into two pages. The idea of CV is absolutely cursed.

Next time I'll apply for a store worker to sell branded t-shirts, dammit.
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Forwarded from /v/ do Brasil (DOOM GUY)
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According to the reports, among fired people were the entire id Tech Engine team. Doom The Dark Ages and Indiana Jones may be among the last games made with id Tech 8.

Literally the technology behind first person shooters as the genre. You know, the family tree of this engine is responsible for not just Quake, Doom, and Wolfenstein, but for the whole Source Engine family + fork made for Titanfall and Apex Legends, almost all Call of Duty games, Dishonored and Deathloop, and many others.

The branches are safe for now, but it may be the sign that XBOX will end up with Unreal Engine. Their current experiments with Halo and Oblivion remasters were considered a success.

#GameEngines@GameDEV
#XBOX@GameDEV
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Forwarded from /v/ do Brasil (DOOM GUY)
John Romero 🀘🏽 (romero):
I’m so sorry for everyone at id Software affected by these layoffs.

I know what it feels like to leave id while id goes on. It’s a strange and painful thing to step away from a place that holds so much of your work, friendships and history.

The people at id have done a great job moving that legacy forward. DOOM, Quake, and Wolfenstein are not easy names to carry on, especially in today’s industry. The last few games showed real care, skill and respect for what those worlds mean to people.

A note on digital preservation: id's history is critically important to the history of games. I’ve preserved id’s complete early history from our start at Softdisk through to August 6, 1996, including materials and assets that, as far as I know, id itself no longer has. I hope someone is doing the same for the company’s ongoing legacy (the work, code, assets, stories and the people behind them).

I’m thinking of everyone at id today, and everyone else...
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POV: You bought a Ubisoft game...

#Ubisoft@GameDEV
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