Trailblazers of 2024: Five Game Developers Who Redefined the Industry
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It’s almost comical to declare that 2024 was an intricate year for game developers (or anyone else in general, but right now, we’re particularly discussing individuals in an industry experiencing significant upheaval). With layoffs, funding shortages, and every other unpleasant aspect implied by the “evolving market conditions” we see mentioned in the layoff announcements, it’s truly a remarkable feat that games are still being created, released, and continue to bring joy (or excitement, or pure enjoyment) to players.
It’s not exactly straightforward to develop games—or game development tools, or nurturing, inclusive work environments—under the best of circumstances, let alone in the current climate.
Here are a few of the developers we’d like to give some recognition, for navigating through such recent challenges and having a positive impact on the industry.
Image courtesy of Godot.
Godot, the forefront of a full-scale game engine revolution
Godot represents not just a single entity. The Godot Foundation oversees the engine, W4 Games operates as the corporate arm managed by several Foundation board members contributing significantly to the engine, and its open-source user community comprises a vast number of individuals from established companies such as Chronicle Games and Unity. Regardless of how you categorize its creators, the stewards of this engine have been among the standout developers of 2024.
This was an engine crafted for moments like the Unity Runtime Fee controversy of 2023. It wasn’t a fierce competitor aggressively challenging Unity’s position, but rather another tool developer quietly supporting its existing user base. As Rémi Verschelde and Juan Linietsky informed us at Gamescom 2024, they were never upset by the idea of a mass exodus from Unity, uncertain whether Godot would be ready for primetime and worried that an influx of new users would expect it to operate like the tools they had grown accustomed to.
The efforts they and their peers put into enhancing the engine bore fruit. Developers found Godot to be so adaptable that they could easily transition their games from Unity to the new engine, and perplexed newcomers discovered a community of independent contributors ready to guide them through the adjustments within the engine—or even create features that could bridge the gap between the two platforms.
Godot’s triumph validated the notion that no single company monopolizes the realm of game development. If it or any other game engine fails its users, developers can find some comfort knowing that alternatives will exist to meet their needs.—Bryant Francis, senior editor
Image courtesy of GSC Game World (via X)
GSC Game World, launching a notable game from a warzone
Releasing a video game in current circumstances is considered nothing short of miraculous. So, how do you explain the achievement of Ukrainian studio GSC Game World, which developed and launched the massive open-world survival shooter Stalker 2: Heart of Chornobyl amid a warzone?
The team has been operating under unimaginable circumstances since Russia invaded Ukraine in 2022, escalating a war that initially began in 2014. At that time, GSC was one of the Ukrainian studios to assert its defiance yet acknowledged, “our work will be impacted and our lives could be shattered.” Stalker 2 has since been released and has sold over 1 million copies within just two days. GSC is striving to improve the game by addressing various issues—releasing three significant patches in under a week. Meanwhile, the fighting continues.
“The war is ongoing, and the adversary is not relenting,” states a message on the GSC website. “Currently, our families and friends are either seeking refuge from bombings or are actively helping those already affected by the invaders. We need all the support we can muster. Through suffering, loss, conflict, fear, and inhuman brutality, Ukraine will endure. As it always does!” —Chris Kerr, news editor
Image courtesy of Xbox Wire
Microsoft Gaming Accessibility Team, a staunch advocate of inclusive gaming
The Microsoft Gaming Accessibility Team continues to champion inclusivity and accessibility across the gaming industry. This division has rolled out an abundance of accessibility hardware and software over the years, and in 2024, it maintained this trend by introducing the Xbox Adaptive Controller to assist individuals with limited mobility enjoy video games in a manner that suits them.
Additionally, it unveiled further accessibility devices and accessories, including adaptive thumbsticks that could even be 3D printed at home, as well as two customizable wireless controllers developed alongside ‘Designed for Xbox’ partners ByoWave and 8BitDo. The company’s ongoing commitment
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The aim of accessible design is championing prices successfully, particularly as Microsoft is committed to advancing this technology within the communities it supports.
In a discussion about this philosophy with Game Developer earlier this year, Xbox’s senior accessibility product manager Kaitlyn Jones remarked that the company believes a “rising tide lifts all boats,” which is why it doesn’t perceive accessible design as a competitive challenge. “We simply want everyone to be able to play, no matter the title or platform,” Jones expressed. Microsoft isn’t alone in pushing for greater accessibility. Many individuals throughout the industry contribute to and shape the dialogue, yet it is essential to note that a firm with the reach and resources of Microsoft continues to spread this message. Despite a year marked by challenges, this provides a glimmer of hope.—Chris Kerr, information editor
Image courtesy of Capcom.
Capcom, a Leading Example of Sustainable Triple-A Development
On the surface, Capcom should have been one of the companies laying off personnel in 2024. It boasts over 3,000 employees and operates a business model driven by high-quality triple-A games. Certainly, the slowing growth of player spending that other companies have blamed for their downturns could have made it vulnerable to significant setbacks, right?
Not at all. In March, the company announced it was increasing its base starting salary and awarding current employees an average raise of 5 percent. Furthermore, in May it reported its seventh consecutive year of record-high profits, with the upcoming year looking solid. Capcom could as well be asking, “Downturn? What downturn?” as it continues to employ the same multifaceted business strategy that has served it well for much of its existence.
It didn’t require billion-dollar franchises like Grand Theft Auto or Roblox to achieve these figures either. This year, Capcom released Dragon’s Dogma 2, Monster Hunter Stories, and Ace Attorney Anthology. Its lineup balances a variety of series with devoted followings, beloved franchises, and older titles it can remake or re-release in “HD Editions.” Companies with similar portfolios have faltered, yet Capcom has maintained its sustainability.
At Gamescom 2024, Monster Hunter Wilds game director Yuya Tokuda, executive producer Ryozo Tsujimoto, and art director Kaname Fujioka shared with us that their sustainability is related to a strong communication culture and the shared use of the RE Engine across multiple franchises. These practices have made the development of Wilds (which has been in the works for nearly six years!) a calculated risk for the company instead of a precarious financial gamble.
Capcom is not a company without blemishes in its history—the closure of Capcom Vancouver in 2018 highlights that its management has made missteps that cost workers their jobs. Moreover, you can’t simply replicate its operations within another firm—reaching this level in 2024 required years of dedication. Nevertheless, its achievements should serve as a beacon for developers aiming to create ambitious games with significant budgets.—Bryant Francis, senior editor
courtesy of Chronicle Games
The Developers Behind UGC Platforms
The User Generated Content (UGC) community made a substantial impact in 2024, one that we often struggle to discuss in a space focused on game development. Many individuals deserve recognition, but to understand their impact, we must delve deeper into the challenges faced by this community.
When industry insiders praise UGC platforms, they often find it difficult to articulate why these platforms are so popular. For the most part, Roblox Corporation has captured most of the attention, which makes it easy to overlook individual developers. It would be akin to praising the App Store instead of Ustwo Games for creating Monument Valley. There is a significant difference. Players transition more fluidly between games within the Roblox ecosystem than they do on other app stores, but this fluidity leaves numerous developers creating ambitious games on the platform in the shadows.
Celebrating this vast community comes with its own set of concerns. A small percentage of these creators are under 18, entrenched in the Robux ecosystem that markets itself as both “a child’s first game project” and “the ultimate way to self-monetize.” People Create Games and other journalists have reported the
“`stress the younger individuals were enduring, and while the company promises continually improving safeguards, they are still a significant part of the machinery driving its profits. Some may even argue they are being taken advantage of.
Next, we should shift our focus further up the age spectrum, as many successful developers on these platforms are the ones doing the taking advantage of. Some siphon earnings from younger individuals to undercompensate them for legitimate games; others take their surprisingly successful ideas and create clones, merging the line between inspiration and theft. And a particularly dreadful many are responsible for the atrocious experiences like “Escape to Epstein Island” and “Diddy Party” highlighted by Hindenburg Research in its scathing report detailing why it is shorting Roblox Corporation. It is the company’s responsibility to regulate these games; however, if you encounter any of those games, you should be permanently barred from accessing them on the internet.
Without these developers, the vision of user-generated content (UGC), the metaverse, or whatever you wish to call it, cannot exist. As Roblox, UEFN, and others experienced significant growth in 2024, we might want to acknowledge both the positive—and where necessary, negative—impact these workers have made. With enough effort, the contributions of the vulnerable can outshine the latter. But the best time to make that happen is now.
—Bryant Francis, senior editor
Thank you for celebrating the year’s exceptional developers with us! This article is part of the 2024 reflections featured on GameDeveloper.com this month, with more to come! For additional thoughts and insights on the finest of 2024, check out our Game Developer’s 2024 Wrap-Up section to catch up on all our Year-End content.
About the Authors
Editor-in-Chief, GameDeveloper.com
Danielle serves as the editor-in-chief of Game Developer, having previously held editorial roles at Fanbyte, VICE, and Polygon. She is also a lecturer in game design at the Berklee College of Music and a passionate game developer in her leisure time.
News Editor, GameDeveloper.com
Game Developer news editor Chris Kerr is an award-winning journalist with over a decade of experience in the gaming industry. His byline has appeared in notable print and digital publications such as Edge, Stuff, Wireframe, and World Business Times. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, and Paris Games Week. He has served on the judging panel at The Game Star Awards multiple times and has been featured on BBC Radio 5 Live discussing breaking news.
Senior Editor, GameDeveloper.com
Bryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently contributes to Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios’ upcoming 4X strategy game Zephon and Amplitude Studio’s 2017 game Endless Arena 2.