Every few days / weeks / months we aim to bring you a new installment of development Banter, a podcast we run which is entirely dedicated to discussing the development of the mods and indie games. Our aim is to line up cool developers from interesting upcoming and complete projects, and grill them about their work, ask them the tough questions and hopefully entertain you in the process.

So tune in (watch this group and join this group) if you have always wanted to listen to a show about Developers doing what they do best, making the Mods and Games that we all love to play. Consider development banter a laid back chat entertaining advice line for the ModDB community.

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An Unreal Decision

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One of the hardest choices a developer has to make is what engine is best for their game.
Will they select to create their own engine or use one of the many middle ware solutions, like Unity or Unreal.

The Team behind the upcoming, Republic Sniper thought they made the right choice with Unity, However this soon became a problem and opting to ensure a better end product, made the hard choice to swap engines mid development.

Changing engines once development has started is hard enough, but to throw away months of work is a costly venture that many rather not undertake, along with having to learn new systems it can make or break development teams rather than resolve the issues they were looking at fixing.

If your not happy with the way your tool-set is supporting you, this article from Jeff LaMarche may just help you take that one small step to a possible bigger and brighter future.

Read on...

In-engine WIP shot from Unity

"We could have pushed through our frustrations and delivered a respectable game.
Only… nobody on the team would’ve been happy making a respectable game."


In-Engine WIP Shot from UE4

"Our team just wasn’t finding it easy to collaborate. We weren’t gelling as a cohesive team and we often felt like the tools were working against us."


Level used to test new movement mechanics.

"Epic’s decision to go after Unity’s market also means increased competition. That competition will push both companies to make better tools. That’s a good thing for game developers and ultimately for people who play games."


Have you been forced to switch engines or done so for other reasons? Let us know your thoughts in the comments below.

Latest Banter

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May 2009 Eternal Silence

This time in the hot seat is the Crankshaft crew, talking about their always popular mod Eternal Silence for Half-Life 2. So join Dan, Sam, Michael, Daniel and the ModDB Staff as we discuss the highs and lows of developing Eternal Silence.


March 2009 The Nameless Mod

This time in the hot seat is Offtopic Productions, talking about their highly anticipated, recently released mod for Deus Ex called The Nameless Mod. So join Lawrence, Jonas, Shane and the ModDB Staff as we discuss the development of TNM.


March 2009 Jailbreak!

This time in the hot seat is the Jailbreak team, talking about their upcoming new version of the popular spin on the original deathmatch gametype. Joining the crew in this show is Andrew Wills and Richard Slaughter.


February 2009 Project Reality

This time in the hot seat is the Project Reality team, creators of the team play oriented mod for Battlefield 2. James Nolan, Edmund Forvargue, Eamonn Glass, Alaistar Sewhoy and Tom Fancy sit down with the ModDB Crew, spilling the beans on the ins and outs for developing on the BF2 engine.


February 2009 Smashball Labs

This time in the hot seat is the Smashball Labs team, the guys behind Smashball a mod for Half-Life 2 named the galaxy’s most violent virtual sport! Michael Bott, Stephen DeBaun, Justin Krenz and Ryan Sebenius talk about the development and future of this amazing mod.


January 2009 Overgrowth

Overgrowth which is a sequel to the ever popular Lugaru: The Rabbit's Foot. Proving once and for all professional development can be done without the need for a professional setup. These guys sure are an inspiration so listen closely. Be sure to grab your free copy of Lugaru: The Rabbit's Foot after the show to see what all the fuss is about, this special deal is for listeners of the Developer Banter!


January 2009 NeoTokyo #2

A first person shooter that aims to provide a visceral combat experience in a rich futuristic setting. The setting emulates combat in a cybernetic-police thriller, introducing augmentations such as active camouflage and networked IFF systems to the urban combat genre. Only this time around we grill the art leads about there experiences and what they offer to the mod.

December 2008 Black Mesa Source

Black Mesa Source aims to re-make the award winning Half-Life game that won countless game of the year awards when it was first released 10 years ago. This mod wont be just a copy paste job like Half-Life Source was, think high quality models, amazing scripted squences and enough nostalgia moments to satisfy any Half-Life geek.


November 2008 Neotokyo

A first person shooter that aims to provide a visceral combat experience in a rich futuristic setting. The setting emulates combat in a cybernetic-police thriller, introducing augmentations such as active camouflage and networked IFF systems to the urban combat genre.