Xbox AI Policy 🤖, Flix 8.0 🎬, Cuffbust Launch 🚨

Oct 28, 2025

Pipeline & Rendering đź”§

Flix 8.0 Brings Panel‑Level Storyboard Pro Workflow and New Shots UI

Foundry’s Flix 8.0 streamlines visual story development with a new Storyboard Pro extension that supports panel-by-panel updates, eliminating full-sequence transfers for small edits. A refreshed Shots UI and centralized Shot Properties Panel simplify management. Round-tripping with Storyboard Pro and Editorial now preserves names, structure, and metadata. With full API access, enhanced drag-and-drop, and a new Sequence Ingest UI, it’s a strong upgrade for cinematic and narrative pipelines.

Adding Realistic Gloss: ClearCoat PBR in OpenGL with glTF

Implement the glTF ClearCoat extension to achieve car-paint and varnish-like polish in OpenGL. The tutorial covers app-side setup with Assimp (factor/roughness/normal textures via indices 0–2), fallback single-pixel textures, and a material bitmask. In the shader, it computes ClearCoat with Schlick Fresnel and IBL GGX, attenuates the base color, and adds the coat’s specular. Includes practical notes on clamping roughness, IOR=1.5, and normal handling.

Business & Platform Trends 📊

Xbox’s AI Stance: Moderation First, Creative Use Optional

Phil Spencer says Microsoft Gaming is using AI primarily for safety and moderation on Xbox Live, with no mandate to apply it in game creation. Teams are free to adopt tools organically, and AI exploration is focused on discovery and recommendations—not production. The stance contrasts with EA’s reported top-down AI push. Spencer also notes ~20% YoY growth in Japan, supported by local content like Ninja Gaiden 4 and Kojima’s OD, plus platform-agnostic moves such as Halo on PS5.

Tiny UX Tweaks, Big Ad Wins: 5 Surprising F2P Experiments

Small, player-facing changes can drive major monetization shifts. GameBiz shares five experiments: reordering interstitials boosted revenue up to 24%, simple UI cues spiked rewarded video engagement, and unblocking competitor ads didn’t increase churn—one title saw eCPM up 20% and ad ARPDAU up 15%. Offerwall is usually additive but can cut payer AOV; roll out to non-payers first and iterate. The lesson: test narrowly, iterate, and let data lead.

Launch Lessons & Dev Journeys 🚀

How Cuffbust Burned 100,000 Wishlists: A Launch-Day Cautionary Tale

Cuffbust had everything—Summer Game Fest spotlight, 100k wishlists, and a proven dev—yet launched to backlash. Why? One 10-minute map, a $20 price in a $10 genre, no launch discount, and day-one DLC/merch fueled a “greedy” perception. Early price cuts angered buyers, reviews tanked, and refunds likely spiked. The takeaway: deliver enough core content, price for your genre, and don’t rely on UGC or hype to save a thin launch.

No Days Off: The Solo Dev Behind Dungeons & Kingdoms

Canadian solo dev Lincoln McCulloch spent six years building Dungeons & Kingdoms, fusing medieval city-building and kingdom defense with ARPG combat and monster hunting. He shares the realities of going solo—no days off, relentless focus, and fast iteration—and why he chose a stylized low-poly look for performance. The game minimizes UI in favor of fully interactive, believable world design.

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