# Game Development

The technical process of creating video games, including programming gameplay systems, physics, interfaces, and platform-specific features.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## Shinji Mikami to join AIAS Hall of Fame at 2026 DICE Awards

DevFeed: [Shinji Mikami to join AIAS Hall of Fame at 2026 DICE Awards](<https://devfeed.tech/articles/shinji-mikami-to-join-aias-hall-of-fame-at-2026-dice-awards-31429.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/business/shinji-mikami-to-join-aias-hall-of-fame-at-2026-dice-awards>)

Author: Diego Argüello

Published: 2026-09-16T16:31:40Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Publishing](<https://devfeed.tech/topics/publishing.md>)

Tags: [2026](<https://devfeed.tech/tags/2026.md>), [awards](<https://devfeed.tech/tags/awards.md>), [developer](<https://devfeed.tech/tags/developer.md>), [industry](<https://devfeed.tech/tags/industry.md>)

### AI overview

Shinji Mikami will receive the AIAS Hall of Fame Award at the 2026 DICE Awards. Goichi Suda will present the award, which recognizes Mikami's more than 30-year career in the game industry.

### Source excerpt

Goichi Suda will be presenting the award to the Resident Evil director.

## Roblox will allow devs to release games as standalone apps on other stores

DevFeed: [Roblox will allow devs to release games as standalone apps on other stores](<https://devfeed.tech/articles/roblox-will-allow-devs-to-release-games-as-standalone-apps-on-other-stores-26787.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/business/roblox-will-allow-devs-to-release-games-as-standalone-apps-on-other-stores>)

Author: Bryant Francis

Published: 2026-09-15T19:52:45Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Roblox](<https://devfeed.tech/topics/roblox.md>), [Game Development](<https://devfeed.tech/topics/game-development.md>)

Tags: [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [google-play](<https://devfeed.tech/tags/google-play.md>), [release](<https://devfeed.tech/tags/release.md>)

### AI overview

Roblox plans to let developers release games as standalone apps on external platforms such as Steam, the App Store, and Google Play, while initially preserving the Roblox app's revenue-share economics. The company also announced browser-based play, offline modes, new 2D engine capabilities, and expanded access to its Build genAI development tool.

### Source excerpt

Roblox will soon let developers bring games to other platforms, though they'll still 'benefit from the same revenue-share economics' of the Roblox app.

## 'Moss' Developer Polyarc Announces Closure Following "major project" Cancellation

DevFeed: ['Moss' Developer Polyarc Announces Closure Following "major project" Cancellation](<https://devfeed.tech/articles/moss-developer-polyarc-announces-closure-following-major-project-cancellation-17473.md>)

Original publisher: [Read original article](<https://roadtovr.com/moss-polyarc-closure-project-cancellation/>)

Author: Scott Hayden

Published: 2026-09-14T11:14:59Z

Content type: news

Language: en

Sources: [Road to VR](<https://devfeed.tech/sources/road-to-vr.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Virtual reality](<https://devfeed.tech/topics/virtual-reality.md>), [Meta](<https://devfeed.tech/topics/meta.md>), [pc](<https://devfeed.tech/topics/pc.md>), [real-time](<https://devfeed.tech/topics/real-time.md>)

Tags: [2025](<https://devfeed.tech/tags/2025.md>), [2026](<https://devfeed.tech/tags/2026.md>), [developer](<https://devfeed.tech/tags/developer.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [industry](<https://devfeed.tech/tags/industry.md>), [meta](<https://devfeed.tech/tags/meta.md>), [pc](<https://devfeed.tech/tags/pc.md>), [platforms](<https://devfeed.tech/tags/platforms.md>), [projects](<https://devfeed.tech/tags/projects.md>), [recruiting](<https://devfeed.tech/tags/recruiting.md>), [release](<https://devfeed.tech/tags/release.md>), [xr-industry-news](<https://devfeed.tech/tags/xr-industry-news.md>)

### AI overview

Polyarc Games, developer of the Moss VR puzzle-platformer series, is closing after the cancellation of a major project. The article covers the studio's history, staff layoffs, recent releases, and the broader difficulties affecting the XR game industry.

### Source excerpt

Moss developer Polyarc Games announced it's closing shop following a "major project" cancellation earlier this year. Polyarc announced the closure in a LinkedIn post (via Good Virtual Reality), marking the end of an 11-year stint in VR game development, most of which was spent creating its VR puzzle-platformer series Moss. You can read the full message [...] The post 'Moss' Developer Polyarc Announces Closure Following "major project" Cancellation appeared first on Road to VR.

## 'Ship a good game, learn from it, and build from there:' Lessons from going indie after a decade at id Software

DevFeed: ['Ship a good game, learn from it, and build from there:' Lessons from going indie after a decade at id Software](<https://devfeed.tech/articles/ship-a-good-game-learn-from-it-and-build-from-there-lessons-from-going-indie-after-a-decade-at-id-software-15094.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/production/-ship-a-good-game-learn-from-it-and-build-from-there-lessons-from-going-indie-after-a-decade-at-id-software>)

Author: Chris Kerr

Published: 2026-09-10T18:56:42Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Development](<https://devfeed.tech/topics/development.md>), [cloud-infrastructure](<https://devfeed.tech/topics/cloud-infrastructure.md>)

Tags: [business](<https://devfeed.tech/tags/business.md>), [careers](<https://devfeed.tech/tags/careers.md>), [company](<https://devfeed.tech/tags/company.md>), [development](<https://devfeed.tech/tags/development.md>), [doom](<https://devfeed.tech/tags/doom.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [industry](<https://devfeed.tech/tags/industry.md>), [marketing](<https://devfeed.tech/tags/marketing.md>), [money](<https://devfeed.tech/tags/money.md>), [production](<https://devfeed.tech/tags/production.md>), [publisher](<https://devfeed.tech/tags/publisher.md>), [team](<https://devfeed.tech/tags/team.md>)

### AI overview

Game Developer interviews Tony Garza and Richard O'Neal about leaving id Software, founding the indie studio Turnkey Games, and developing the horror adventure Apart. They describe bootstrapping the company, growing the team gradually, controlling overhead, and directing spending toward development and essential business costs.

### Source excerpt

We sit down with Doom Eternal art director Tony Garza and fellow id alum Richard O'Neal to hear about their journey into the world of indie development through Turnkey Games.

## Strategically making Star Wars Zero Company, ft. Greg Foertsch

DevFeed: [Strategically making Star Wars Zero Company, ft. Greg Foertsch](<https://devfeed.tech/articles/strategically-making-star-wars-zero-company-ft-greg-foertsch-15098.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/production/strategically-making-star-wars-zero-company-ft-greg-foertsch>)

Author: Game Developer Podcast

Published: 2026-09-04T14:15:00Z

Content type: article

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Development](<https://devfeed.tech/topics/development.md>), [Game Development](<https://devfeed.tech/topics/game-development.md>)

Tags: [developer](<https://devfeed.tech/tags/developer.md>), [developers](<https://devfeed.tech/tags/developers.md>), [development](<https://devfeed.tech/tags/development.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [interview](<https://devfeed.tech/tags/interview.md>), [podcast](<https://devfeed.tech/tags/podcast.md>)

### AI overview

A podcast interview with Bit Reactor CEO and creative director Greg Foertsch about developing Star Wars Zero Company, including team involvement in game development and the use of in-game cameras.

### Source excerpt

Bit Reactor CEO and Star Wars Zero Company creative director Greg Foertsch discusses the development of the latest adventure from the world of Star Wars.

## The majority of Doom: The Dark Ages' DLC got made 'in three or four months'

DevFeed: [The majority of Doom: The Dark Ages' DLC got made 'in three or four months'](<https://devfeed.tech/articles/the-majority-of-doom-the-dark-ages-dlc-got-made-in-three-or-four-months-15080.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/business/the-majority-of-doom-the-dark-ages-dlc-got-made-in-three-or-four-months>)

Author: Diego Argüello

Published: 2026-09-01T18:03:04Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>)

Tags: [doom](<https://devfeed.tech/tags/doom.md>), [energy](<https://devfeed.tech/tags/energy.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [job-cuts](<https://devfeed.tech/tags/job-cuts.md>)

### AI overview

A former Id Software producer says most of Doom: The Dark Ages - Revelations was made in three or four months under severe crunch. He describes repeated 60- to 80-hour weeks and says the team faced intense pressure to meet expected quality levels.

### Source excerpt

The team reportedly worked 60 to 80 hour weeks to get the project out the door.

## Housemarque co-founder Ilari Kuittinen exits from studio

DevFeed: [Housemarque co-founder Ilari Kuittinen exits from studio](<https://devfeed.tech/articles/housemarque-co-founder-ilari-kuittinen-exits-from-studio-15058.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/business/housemarque-co-founder-ilari-kuittinen-retires-from-studio>)

Author: Bryant Francis

Published: 2026-08-31T17:29:37Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Development](<https://devfeed.tech/topics/development.md>)

Tags: [company](<https://devfeed.tech/tags/company.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [leadership](<https://devfeed.tech/tags/leadership.md>)

### AI overview

Housemarque co-founder and CEO Ilari Kuittinen is leaving the PlayStation-owned studio after 31 years in game development. He had been preparing the transition and supporting managing director Sami Hakala and the leadership team.

### Source excerpt

'Strive to be a better professional, and a better human being.'

## GDC Side Quest - Inside Austin Wintory's Collaborative Composing Process

DevFeed: [GDC Side Quest - Inside Austin Wintory's Collaborative Composing Process](<https://devfeed.tech/articles/gdc-side-quest-inside-austin-wintory-s-collaborative-composing-process-15045.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/audio/gdc-side-quest-inside-austin-wintory-s-collaborative-composing-process>)

Author: Game Developer Podcast

Published: 2026-08-28T14:15:00Z

Content type: article

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Development](<https://devfeed.tech/topics/development.md>)

Tags: [creative](<https://devfeed.tech/tags/creative.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gdc](<https://devfeed.tech/tags/gdc.md>), [music](<https://devfeed.tech/tags/music.md>), [podcast](<https://devfeed.tech/tags/podcast.md>)

### AI overview

A GDC Side Quest conversation with composer Austin Wintory explores his creative process, career in video game composing, the Developer's Concert, and collaboration across game development.

### Source excerpt

This month, celebrated composer Austin Wintory joins content marketing manager Beth Elderkin for a conversation about his creative process.

## Among Us 3D Developer Schell Games Confirms Layoffs

DevFeed: [Among Us 3D Developer Schell Games Confirms Layoffs](<https://devfeed.tech/articles/among-us-3d-developer-schell-games-confirms-layoffs-17259.md>)

Original publisher: [Read original article](<https://www.uploadvr.com/among-us-3d-schell-games-confirms-layoffs/>)

Author: Mike Johnson

Published: 2026-08-26T16:28:06Z

Content type: news

Language: en

Sources: [UploadVR](<https://devfeed.tech/sources/uploadvr.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Development](<https://devfeed.tech/topics/development.md>)

Tags: [2026](<https://devfeed.tech/tags/2026.md>), [company](<https://devfeed.tech/tags/company.md>), [developer](<https://devfeed.tech/tags/developer.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [industry-news](<https://devfeed.tech/tags/industry-news.md>), [news](<https://devfeed.tech/tags/news.md>)

### AI overview

Schell Games, the developer of Among Us 3D and the I Expect You To Die series, confirmed layoffs for the first time in its more than twenty-year history. The cuts reportedly affected multiple departments, including marketing, art, design, and visual effects, amid broader layoffs across the game industry in 2026.

### Source excerpt

Among Us 3D & I Expect You To Die developer Schell Games has laid off employees for the first time in its history.

## Ubisoft debuts Player Council platform to expand early game development feedback

DevFeed: [Ubisoft debuts Player Council platform to expand early game development feedback](<https://devfeed.tech/articles/ubisoft-debuts-player-council-platform-to-expand-early-game-development-feedback-15083.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/business/ubisoft-debuts-player-council-platform-to-expand-early-game-development-feedback>)

Author: Bryant Francis

Published: 2026-08-26T15:50:50Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Development](<https://devfeed.tech/topics/development.md>)

Tags: [2026](<https://devfeed.tech/tags/2026.md>), [communication](<https://devfeed.tech/tags/communication.md>), [development-process](<https://devfeed.tech/tags/development-process.md>), [external](<https://devfeed.tech/tags/external.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gamescom](<https://devfeed.tech/tags/gamescom.md>), [multiplayer](<https://devfeed.tech/tags/multiplayer.md>), [platform](<https://devfeed.tech/tags/platform.md>), [play](<https://devfeed.tech/tags/play.md>), [projects](<https://devfeed.tech/tags/projects.md>), [prototype](<https://devfeed.tech/tags/prototype.md>), [prototypes](<https://devfeed.tech/tags/prototypes.md>)

### AI overview

Ubisoft has launched The Player Council, a platform that invites players to provide feedback on early concepts, prototypes, and live experiences. The initiative is intended to involve players before games reach the first playable prototype stage and includes projects such as Codename Split Point and Codename Rook.

### Source excerpt

Player Council members will be invited to test 'early concepts, prototypes, and live experiences.'

## From Atari to EVE Online: Building on 15 Years of AI Research in Games

DevFeed: [From Atari to EVE Online: Building on 15 Years of AI Research in Games](<https://devfeed.tech/articles/from-atari-to-eve-online-building-on-15-years-of-ai-research-in-games-6154.md>)

Original publisher: [Read original article](<https://deepmind.google/blog/from-atari-to-eve-online-building-on-15-years-of-ai-research-in-games/>)

Author: Alexandre Moufarek; Adrian Bolton

Published: 2026-08-21T11:59:48Z

Content type: article

Language: en

Sources: [Google DeepMind News](<https://devfeed.tech/sources/google-deepmind-news.md>)

Topics: [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>), [Game Development](<https://devfeed.tech/topics/game-development.md>), [Reinforcement learning](<https://devfeed.tech/topics/reinforcement-learning.md>), [Google](<https://devfeed.tech/topics/google.md>), [Neural Network](<https://devfeed.tech/topics/neural-network.md>), [real-time](<https://devfeed.tech/topics/real-time.md>)

Tags: [ai](<https://devfeed.tech/tags/ai.md>), [developers](<https://devfeed.tech/tags/developers.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [google](<https://devfeed.tech/tags/google.md>), [partnership](<https://devfeed.tech/tags/partnership.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [reinforcement-learning](<https://devfeed.tech/tags/reinforcement-learning.md>), [research](<https://devfeed.tech/tags/research.md>)

### AI overview

Google DeepMind describes 15 years of AI research driven by games, from Atari and Go to StarCraft II. The article highlights partnerships with game developers and milestones including DQN, AlphaGo, AlphaZero, MuZero, and AlphaStar, showing how game environments have advanced AI research and influenced gameplay strategies.

### Source excerpt

Google DeepMind partners with game studios to prototype breakthrough AI gameplay.

## A Maturity Matrix for Game Development

DevFeed: [A Maturity Matrix for Game Development](<https://devfeed.tech/articles/a-maturity-matrix-for-game-development-37535.md>)

Original publisher: [Read original article](<https://deanhume.com/a-maturity-matrix-for-game-development/>)

Author: Dean Hume

Published: 2026-07-21T09:21:57Z

Content type: article

Language: en

Sources: [Dean Hume](<https://devfeed.tech/sources/dean-hume.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Software Engineering](<https://devfeed.tech/topics/software-engineering.md>), [Development](<https://devfeed.tech/topics/development.md>)

Tags: [best-practices](<https://devfeed.tech/tags/best-practices.md>), [build](<https://devfeed.tech/tags/build.md>), [engineering](<https://devfeed.tech/tags/engineering.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [performance](<https://devfeed.tech/tags/performance.md>), [profiling](<https://devfeed.tech/tags/profiling.md>), [software-engineering](<https://devfeed.tech/tags/software-engineering.md>)

### AI overview

The article presents a maturity matrix for game development teams, adapting the author's earlier software-engineering framework. It uses Red, Amber, and Green ratings to assess practices and identify priorities, including build pipeline health and performance profiling culture.

### Source excerpt

A few years ago, I wrote about using a Maturity Matrix to assess software engineering teams. The idea was simple - what does a great team look like, and how honestly can you measure yourself against that picture? Since then, I've moved into the gaming industry. Anyone who has

## Q&A: How Capcom Brought Path Tracing to RE ENGINE Across PRAGMATA and Resident Evil Requiem

DevFeed: [Q&A: How Capcom Brought Path Tracing to RE ENGINE Across PRAGMATA and Resident Evil Requiem](<https://devfeed.tech/articles/q-a-how-capcom-brought-path-tracing-to-re-engine-across-pragmata-and-resident-evil-requiem-6923.md>)

Original publisher: [Read original article](<https://developer.nvidia.com/blog/qa-how-capcom-brought-path-tracing-to-re-engine-across-pragmata-and-resident-evil-requiem/>)

Author: Michelle Horton

Published: 2026-07-16T22:59:09Z

Content type: article

Language: en

Sources: [NVIDIA Developer](<https://devfeed.tech/sources/nvidia-developer.md>), [NVIDIA Technical Blog](<https://devfeed.tech/sources/nvidia-technical-blog.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Game engine](<https://devfeed.tech/topics/game-engine.md>), [real-time](<https://devfeed.tech/topics/real-time.md>), [Nvidia](<https://devfeed.tech/topics/nvidia.md>)

Tags: [content-creation-rendering](<https://devfeed.tech/tags/content-creation-rendering.md>), [development](<https://devfeed.tech/tags/development.md>), [featured](<https://devfeed.tech/tags/featured.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [nvidia](<https://devfeed.tech/tags/nvidia.md>), [nvidia-rtx](<https://devfeed.tech/tags/nvidia-rtx.md>), [pc](<https://devfeed.tech/tags/pc.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [ray-tracing-path-tracing](<https://devfeed.tech/tags/ray-tracing-path-tracing.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [technology](<https://devfeed.tech/tags/technology.md>), [unreal-engine](<https://devfeed.tech/tags/unreal-engine.md>)

### AI overview

Capcom's RE ENGINE team developed and integrated a real-time path tracer for PRAGMATA and Resident Evil Requiem. Built on the NVIDIA RTX Kit and optimized for DLSS, the renderer replaces shadow-map direct lighting, improves continuity between gameplay and cutscenes, and enables more cohesive indirect lighting, reflections, and strand-hair light transmission.

### Source excerpt

Capcom's RE ENGINE team set out to bring path tracing into two shipping titles at once, Resident Evil Requiem and PRAGMATA, each with a different visual...

## Godot Team Updates @ GodotCon Boston 2026

DevFeed: [Godot Team Updates @ GodotCon Boston 2026](<https://devfeed.tech/articles/godot-team-updates-godotcon-boston-2026-14980.md>)

Original publisher: [Read original article](<https://godotengine.org/article/godotcon-us-2026-update/>)

Author: Chad Stewart

Published: 2026-07-14T15:00:00Z

Content type: article

Language: en

Sources: [Godot Engine Official](<https://devfeed.tech/sources/godot-engine-official.md>)

Topics: [Godot](<https://devfeed.tech/topics/godot.md>), [Game Development](<https://devfeed.tech/topics/game-development.md>), [Android](<https://devfeed.tech/topics/android.md>), [Mobile](<https://devfeed.tech/topics/mobile.md>)

Tags: [2026](<https://devfeed.tech/tags/2026.md>), [android](<https://devfeed.tech/tags/android.md>), [conference](<https://devfeed.tech/tags/conference.md>), [development](<https://devfeed.tech/tags/development.md>), [events](<https://devfeed.tech/tags/events.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [meta](<https://devfeed.tech/tags/meta.md>), [updates](<https://devfeed.tech/tags/updates.md>)

### AI overview

The Godot Foundation announces official updates and talks scheduled for GodotCon Boston 2026, covering renderer development, Android platform updates, building VR games entirely in VR, publishing to VR stores, and optimization for low-spec devices.

### Source excerpt

Announcing the schedule and some official updates from the Godot Foundation expected at GodotCon Boston 2026.

## Build Games In Java: Sprites, Box2D Physics And Low-Latency Sound

DevFeed: [Build Games In Java: Sprites, Box2D Physics And Low-Latency Sound](<https://devfeed.tech/articles/build-games-in-java-sprites-box2d-physics-and-low-latency-sound-19312.md>)

Original publisher: [Read original article](<https://www.codenameone.com/blog/game-development-api-box2d/>)

Author: Shai Almog

Published: 2026-06-14T00:00:00Z

Content type: article

Language: en

Sources: [CodeName One](<https://devfeed.tech/sources/codename-one.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Java](<https://devfeed.tech/topics/java.md>), [cross-platform](<https://devfeed.tech/topics/cross-platform.md>), [Android](<https://devfeed.tech/topics/android.md>), [iOS](<https://devfeed.tech/topics/ios.md>), [Simulation](<https://devfeed.tech/topics/simulation.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [cross-platform](<https://devfeed.tech/tags/cross-platform.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [java](<https://devfeed.tech/tags/java.md>), [low-latency](<https://devfeed.tech/tags/low-latency.md>), [physics](<https://devfeed.tech/tags/physics.md>), [windows](<https://devfeed.tech/tags/windows.md>)

### AI overview

Codename One introduces a com.codename1.gaming package for Java game development, adding a game loop, sprites, pollable input, low-latency sound, and Box2D-based rigid-body physics. The APIs use native compilation to target iOS, Android, and Windows without a JVM at runtime.

### Source excerpt

The new com.codename1.gaming package adds a game loop, sprites, pollable input, a low-latency sound pool, and rigid-body physics powered by a bundled Box2D engine, all running unchanged on every platform including iOS.

## Native Java Win32, 3D Gaming, Printing and Wallet

DevFeed: [Native Java Win32, 3D Gaming, Printing and Wallet](<https://devfeed.tech/articles/native-java-win32-3d-gaming-printing-and-wallet-19393.md>)

Original publisher: [Read original article](<https://www.codenameone.com/blog/native-java-win32-3d-gaming-printing-and-wallet/>)

Author: Shai Almog

Published: 2026-06-12T00:00:00Z

Content type: release

Language: en

Sources: [CodeName One](<https://devfeed.tech/sources/codename-one.md>)

Topics: [Windows](<https://devfeed.tech/topics/windows.md>), [3D graphics](<https://devfeed.tech/topics/3d-graphics.md>), [Game Development](<https://devfeed.tech/topics/game-development.md>), [cross-platform](<https://devfeed.tech/topics/cross-platform.md>), [API](<https://devfeed.tech/topics/api.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [WebGL](<https://devfeed.tech/topics/webgl.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>)

Tags: [3d-graphics](<https://devfeed.tech/tags/3d-graphics.md>), [api](<https://devfeed.tech/tags/api.md>), [core](<https://devfeed.tech/tags/core.md>), [cross-platform](<https://devfeed.tech/tags/cross-platform.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [java](<https://devfeed.tech/tags/java.md>), [webgl](<https://devfeed.tech/tags/webgl.md>), [win32](<https://devfeed.tech/tags/win32.md>)

### AI overview

Codename One version 7.0.251 adds native Windows executables without a JVM, a portable GPU-accelerated 3D graphics API, a game development API with Box2D physics, cross-platform printing, and Apple Wallet support. The 3D API targets Metal, OpenGL ES, WebGL, Direct3D 11, and a simulator rasterizer from shared Java code.

### Source excerpt

This week brings native Windows executables with no JVM, a portable 3D graphics API, a gaming API with Box2D physics, cross-platform printing, and Apple Wallet support, in what is probably our biggest update ever.

## Cup and Counter Demo now Availiable

DevFeed: [Cup and Counter Demo now Availiable](<https://devfeed.tech/articles/cup-and-counter-demo-now-availiable-10761.md>)

Original publisher: [Read original article](<https://pimylifeup.com/cup-and-counter-demo-now-availiable/>)

Author: Gus

Published: 2026-05-15T00:26:02Z

Content type: news

Language: en

Sources: [Pi My Life Up](<https://devfeed.tech/sources/pi-my-life-up.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [systems](<https://devfeed.tech/topics/systems.md>)

Tags: [bugs](<https://devfeed.tech/tags/bugs.md>), [cup-and-counter](<https://devfeed.tech/tags/cup-and-counter.md>), [demo](<https://devfeed.tech/tags/demo.md>), [development](<https://devfeed.tech/tags/development.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [release](<https://devfeed.tech/tags/release.md>), [support](<https://devfeed.tech/tags/support.md>)

### AI overview

An announcement of the Cup and Counter demo's release on Steam. The work-in-progress demo showcases core cafe gameplay, while player feedback will guide further polish ahead of the planned full release later this year.

### Source excerpt

We are excited to announce that the demo for Cup and Counter is now available to play on Steam. The post Cup and Counter Demo now Availiable appeared first on Pi My Life Up.

## Learning Path: Python Game Development

DevFeed: [Learning Path: Python Game Development](<https://devfeed.tech/articles/learning-path-python-game-development-4382.md>)

Original publisher: [Read original article](<https://realpython.com/learning-paths/python-game-development/>)

Author: Real Python

Published: 2026-04-16T12:00:00Z

Content type: tutorial

Language: en

Sources: [Real Python](<https://devfeed.tech/sources/real-python.md>)

Topics: [Python](<https://devfeed.tech/topics/python.md>), [Game Development](<https://devfeed.tech/topics/game-development.md>), [Programming](<https://devfeed.tech/topics/programming.md>), [Command-line interface](<https://devfeed.tech/topics/cli.md>), [GUI](<https://devfeed.tech/topics/gui.md>), [Game engine](<https://devfeed.tech/topics/game-engine.md>)

Tags: [animation](<https://devfeed.tech/tags/animation.md>), [building](<https://devfeed.tech/tags/building.md>), [code](<https://devfeed.tech/tags/code.md>), [command-line](<https://devfeed.tech/tags/command-line.md>), [development](<https://devfeed.tech/tags/development.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [gui](<https://devfeed.tech/tags/gui.md>), [learning](<https://devfeed.tech/tags/learning.md>), [programming](<https://devfeed.tech/tags/programming.md>), [python](<https://devfeed.tech/tags/python.md>), [tutorial](<https://devfeed.tech/tags/tutorial.md>)

### AI overview

A learning path for Python game development that progresses from command-line games to graphical 2D games. It covers turtle graphics, terminal and GUI projects, Tkinter, Pygame, and Arcade.

### Source excerpt

Build Python games from command-line projects to 2D graphical games with turtle, Tkinter, Pygame, and Arcade.

## Codex for (almost) everything

DevFeed: [Codex for (almost) everything](<https://devfeed.tech/articles/codex-for-almost-everything-6348.md>)

Original publisher: [Read original article](<https://openai.com/index/codex-for-almost-everything>)

Published: 2026-04-16T10:00:00Z

Content type: release

Language: en

Sources: [OpenAI News](<https://devfeed.tech/sources/openai-news.md>)

Topics: [codex](<https://devfeed.tech/topics/codex.md>), [computer-use](<https://devfeed.tech/topics/computer-use.md>), [browser](<https://devfeed.tech/topics/browser.md>), [Front end](<https://devfeed.tech/topics/frontend.md>), [Game Development](<https://devfeed.tech/topics/game-development.md>), [API](<https://devfeed.tech/topics/api.md>), [Model Context Protocol (MCP)](<https://devfeed.tech/topics/model-context-protocol-mcp.md>), [ssh](<https://devfeed.tech/topics/ssh.md>), [Code](<https://devfeed.tech/topics/code.md>), [software-development](<https://devfeed.tech/topics/software-development.md>)

Tags: [agent](<https://devfeed.tech/tags/agent.md>), [agents](<https://devfeed.tech/tags/agents.md>), [api](<https://devfeed.tech/tags/api.md>), [applications](<https://devfeed.tech/tags/applications.md>), [codex](<https://devfeed.tech/tags/codex.md>), [computer-use](<https://devfeed.tech/tags/computer-use.md>), [frontend](<https://devfeed.tech/tags/frontend.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [github](<https://devfeed.tech/tags/github.md>), [images](<https://devfeed.tech/tags/images.md>), [macos](<https://devfeed.tech/tags/macos.md>), [mcp](<https://devfeed.tech/tags/mcp.md>), [product](<https://devfeed.tech/tags/product.md>), [ssh](<https://devfeed.tech/tags/ssh.md>), [tools](<https://devfeed.tech/tags/tools.md>), [update](<https://devfeed.tech/tags/update.md>), [windows](<https://devfeed.tech/tags/windows.md>)

### AI overview

OpenAI describes a major Codex update for macOS and Windows that adds computer use, in-app browsing, image generation, memory, plugins, parallel agents, remote SSH development, and richer support for developer workflows.

### Source excerpt

The updated Codex app for macOS and Windows adds computer use, in-app browsing, image generation, memory, and plugins to accelerate developer workflows.

## VibeGame: Exploring Vibe Coding Games

DevFeed: [VibeGame: Exploring Vibe Coding Games](<https://devfeed.tech/articles/vibegame-exploring-vibe-coding-games-7552.md>)

Original publisher: [Read original article](<https://huggingface.co/blog/vibegame>)

Author: Dylan Ebert

Published: 2025-09-29T00:00:00Z

Content type: article

Language: en

Sources: [Hugging Face - Blog](<https://devfeed.tech/sources/hugging-face-blog.md>)

Topics: [Vibe coding](<https://devfeed.tech/topics/vibe-coding.md>), [Game Development](<https://devfeed.tech/topics/game-development.md>), [Claude Code](<https://devfeed.tech/topics/claude-code.md>), [context window](<https://devfeed.tech/topics/context-window.md>), [Roblox](<https://devfeed.tech/topics/roblox.md>), [Unity](<https://devfeed.tech/topics/unity.md>), [Web](<https://devfeed.tech/topics/web.md>), [MCP](<https://devfeed.tech/topics/mcp.md>)

Tags: [agents](<https://devfeed.tech/tags/agents.md>), [artificial-intelligence](<https://devfeed.tech/tags/artificial-intelligence.md>), [claude-code](<https://devfeed.tech/tags/claude-code.md>), [context-window](<https://devfeed.tech/tags/context-window.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [generation](<https://devfeed.tech/tags/generation.md>), [guide](<https://devfeed.tech/tags/guide.md>), [mcp](<https://devfeed.tech/tags/mcp.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [unity](<https://devfeed.tech/tags/unity.md>), [vibe-coding](<https://devfeed.tech/tags/vibe-coding.md>), [web](<https://devfeed.tech/tags/web.md>)

### AI overview

This article examines vibe coding for games, explaining why projects can deteriorate as the model context window fills and performance degrades. It presents Shallot, a lightweight context management system for Claude Code, and compares platform approaches including Roblox MCP, Unity MCP, and the web.

### Source excerpt

We're on a journey to advance and democratize artificial intelligence through open source and open science.

## How Layer.ai is upgrading mobile game design

DevFeed: [How Layer.ai is upgrading mobile game design](<https://devfeed.tech/articles/how-layer-ai-is-upgrading-mobile-game-design-35857.md>)

Original publisher: [Read original article](<https://temporal.io/blog/how-layer-ai-is-upgrading-mobile-game-design>)

Author: Clair Byrd

Published: 2025-02-21T00:00:00Z

Content type: article

Language: en

Sources: [Temporal Blog](<https://devfeed.tech/sources/temporal-blog.md>)

Topics: [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>), [Game Development](<https://devfeed.tech/topics/game-development.md>), [Mobile](<https://devfeed.tech/topics/mobile.md>), [Tooling](<https://devfeed.tech/topics/tooling.md>)

Tags: [ai](<https://devfeed.tech/tags/ai.md>), [art](<https://devfeed.tech/tags/art.md>), [asset](<https://devfeed.tech/tags/asset.md>), [community](<https://devfeed.tech/tags/community.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [mobile](<https://devfeed.tech/tags/mobile.md>), [style](<https://devfeed.tech/tags/style.md>)

### AI overview

The article describes how Layer.ai uses AI to help mobile game developers create production-ready characters, environments, UI elements, and marketing assets in a consistent custom brand style. It also says users can upload existing artwork to train the platform and cites customer production use cases, though the supplied text ends before those examples are completed.

### Source excerpt

Learn how Layer.ai is using Temporal to revolutionize game asset creation, blending professional game design with AI

## Building The Roottrees are Dead

DevFeed: [Building The Roottrees are Dead](<https://devfeed.tech/articles/building-the-roottrees-are-dead-40645.md>)

Original publisher: [Read original article](<https://eviltrout.com/blog/2025-01-27-building-the-roottrees/>)

Published: 2025-01-27T00:00:00Z

Content type: tutorial

Language: en

Sources: [Robin Ward](<https://devfeed.tech/sources/robin-ward.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Godot](<https://devfeed.tech/topics/godot.md>), [Homelab](<https://devfeed.tech/topics/homelab.md>), [Linux](<https://devfeed.tech/topics/linux.md>), [Gitea](<https://devfeed.tech/topics/gitea.md>), [Docker](<https://devfeed.tech/topics/docker.md>), [Git](<https://devfeed.tech/topics/git.md>), [Windows 11](<https://devfeed.tech/topics/windows-11.md>), [tailscale](<https://devfeed.tech/topics/tailscale.md>), [blender](<https://devfeed.tech/topics/blender.md>), [Synology](<https://devfeed.tech/topics/synology.md>)

Tags: [diskstation](<https://devfeed.tech/tags/diskstation.md>), [docker](<https://devfeed.tech/tags/docker.md>), [game](<https://devfeed.tech/tags/game.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [git](<https://devfeed.tech/tags/git.md>), [gitea](<https://devfeed.tech/tags/gitea.md>), [homelab](<https://devfeed.tech/tags/homelab.md>), [linux](<https://devfeed.tech/tags/linux.md>), [tailscale](<https://devfeed.tech/tags/tailscale.md>), [windows](<https://devfeed.tech/tags/windows.md>)

### AI overview

The developer describes the technical considerations behind building the Steam version of The Roottrees Are Dead. The supplied excerpt covers the game's release and reception, a homelab using Linux, ZFS, Gitea, Docker, and Git LFS, backup practices, remote access through Tailscale, and development hardware. It also identifies Godot as the game's engine.

### Source excerpt

The Roottrees are Dead was released on January 15, 2025 and it did much better than I ever expected. The reception has been amazing. In just over a week, the game hit the magic mark of 500 reviews on Steam, and triggered the "Overwhelmingly Positive" status. On BlueSky, Bloomberg writer Jason Schreier blew me away when he posted: "Seven days into 2025 and I've already played what I suspect will be one of my favorite games of the year: The Roottrees Are Dead." Wow!

## Fixing the iterative damping interpolation in video games

DevFeed: [Fixing the iterative damping interpolation in video games](<https://devfeed.tech/articles/fixing-the-iterative-damping-interpolation-in-video-games-26115.md>)

Original publisher: [Read original article](<http://blog.pkh.me/p/41-fixing-the-iterative-damping-interpolation-in-video-games.html>)

Published: 2024-05-18T12:22:15Z

Content type: article

Language: en

Sources: [The Last Static Blog RSS](<https://devfeed.tech/sources/the-last-static-blog-rss.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Godot](<https://devfeed.tech/topics/godot.md>), [callback](<https://devfeed.tech/topics/callback.md>), [function](<https://devfeed.tech/topics/function.md>), [Mathematics](<https://devfeed.tech/topics/mathematics.md>)

Tags: [callback](<https://devfeed.tech/tags/callback.md>), [fps](<https://devfeed.tech/tags/fps.md>), [game](<https://devfeed.tech/tags/game.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [math](<https://devfeed.tech/tags/math.md>), [physics](<https://devfeed.tech/tags/physics.md>), [prog](<https://devfeed.tech/tags/prog.md>)

### AI overview

This article explains why repeatedly applying linear interpolation for damping can make game behavior depend on the refresh rate. Using Godot examples, it analyzes the iterative formula and motivates a frame-rate-independent solution.

### Source excerpt

As I'm exploring the fantastic world of indie game development lately, I end up watching a large number of video tutorials on the subject. Even though the quality of the content is pretty variable, I'm very grateful to the creators for it. That being said, I couldn't help noticing this particular bit times and times again: a = lerp(a, B, delta * RATE) Behind this apparent banal call hides a terrible curse, forever perpetrated by innocent souls on the Internet. In this article we will study what it's trying to achieve, how it works, why it's wrong, and then we'll come up with a good solution to the initial problem. The usual warning: I don't have a mathematics or academic background, so the article is addressed at other neanderthals like myself, who managed to understand that pressing keys on a keyboard make pixels turn on and off. What is it? Let's start from the beginning. We're in a game engine main loop callback called at a regular interval (roughly), passing down the time difference from the last call. In Godot engine, it looks like this: func _physics_process(delta: float): ... If the game is configured to refresh at 60 FPS, we can expect this function to be called around 60 times per second with delta = 1/60 = 0.01666.... As a game developer, we want some smooth animations for all kind of transformations. For example, we may want the speed of the player to go down to zero as they release the moving key. We could do that linearly, but to make the stop less brutal and robotic we want to slow down the speed progressively. Linear (top) versus smooth/exponential (bottom) animation Virtually every tutorial will suggest updating some random variable with something like that: velocity = lerp(velocity, 0, delta * RATE) At 60 FPS, a decay RATE defined to 3.5, and an initial velocity of 100, the velocity will go down to 0 following this curve: Example curve of a decaying variable Note velocity is just a variable name example, it can be found in many other contexts If you

## The Secrets of Skellig

DevFeed: [The Secrets of Skellig](<https://devfeed.tech/articles/the-secrets-of-skellig-40643.md>)

Original publisher: [Read original article](<https://eviltrout.com/blog/2023-07-17-the-secrets-of-skellig/>)

Published: 2023-07-17T00:00:00Z

Content type: release

Language: en

Sources: [Robin Ward](<https://devfeed.tech/sources/robin-ward.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Godot](<https://devfeed.tech/topics/godot.md>), [blender](<https://devfeed.tech/topics/blender.md>), [3D](<https://devfeed.tech/topics/3d.md>)

Tags: [blender](<https://devfeed.tech/tags/blender.md>), [development](<https://devfeed.tech/tags/development.md>), [game](<https://devfeed.tech/tags/game.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [puzzle](<https://devfeed.tech/tags/puzzle.md>)

### AI overview

The author announces The Secrets of Skellig, a puzzle game inspired by crosswords, while noting that the project is currently on indefinite hold. The article describes learning Blender and Godot while developing the game primarily alone.

### Source excerpt

Note: The Secrets of Skellig is on indefinite hold now while I work on other things. I've wanted to dip my feet back into game development for a while, and last year I decided to put my money where my mouth is. I resigned from my full time job at Discourse and pulled up a bunch of YouTube tutorials on Blender and Godot. It's been a ridiculous amount of fun, and I've learned so much about how modern 3D games are made. I'm finally ready to announce what I've been working on. It's a puzzle game, inspired by crosswords, called "The Secrets of Skellig."

[Next page](<https://devfeed.tech/topics/game-development.md?cursor=WyIyMDIzLTA3LTE3VDAwOjAwOjAwKzAwOjAwIiwgIjhjNjQwZTM3LTc0NGYtNGY0Yy04MGZmLTYyMGY3MWUyYTNhOCJd>)