Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Auston Montville's Blog


Auston Montville is a Game Developer who's been around long enough to have contributed to shipped titles and titles that never shipped. He believes in making honest games that will improve the world, even if only in the slightest way. You can reach him on twitter @piidx.


Member Blogs

Posted by Auston Montville on Wed, 21 Jan 2015 12:54:00 EST in Design, Programming, Production, Console/PC, Indie
In a game like Starr Mazer, with a huge amount of content, it's important you make tools for your team to work uninhibited. This event system for Unity allows devs without scripting experience to implement content without it going through a programmer.

Posted by Auston Montville on Wed, 05 Nov 2014 02:08:00 EST in Programming, Console/PC, Indie
Due to the fact that certain aspects of Unity are non deterministic, building a replay system that only saves the game's input took a little bit of effort. Find out how to get around Unity's non deterministic systems for efficient replays.

Posted by Auston Montville on Thu, 15 May 2014 03:57:00 EDT in Design, Console/PC, Indie
Why is it that multiplayer games are more fun when other people are physically nearby? Even experiences like Twitch Plays Pokemon are more fun in crowds. Find out why games are like relationships and what's important when designing a couch-op experience.

Auston Montville's Comments

Comment In: [Blog - 04/28/2016 - 10:26]

How do you track your ...

How do you track your success at a convention Are you looking at a sales bump Do you track analytics in your games to see how many people played Tracking mentions in the Internet D all of the above How do you calculate the difference in your success with each ...

Comment In: [Blog - 01/21/2015 - 12:54]

I 'm hoping that 's ...

I 'm hoping that 's the case with this event system I 've built. But I 'm sure a large part of it is going to depend on the team you have and the project you make. I 'm curious what games you 've worked on where this is the ...

Comment In: [Blog - 11/05/2014 - 02:08]

The diff files are a ...

The diff files are a great addition when you 're doing builds I 'd say. What I liked about debugging in the editor was that I could turn on Error Pause and figure out what my issue was. If the next frame continued the game correctly, I 'd see that ...

Comment In: [Blog - 10/20/2014 - 02:36]

This shouldn 't only be ...

This shouldn 't only be considered in games with a sense of adventure. Many successful fighting games have an established world and style, such as Street Fighter, Smash Bros, or Guilty Gear. Most players will just play versus, but they can feel the story through the backgrounds, characters, and interface. ...

Comment In: [Blog - 03/04/2014 - 05:12]

For predicting position, you can ...

For predicting position, you can calculate your velocity before hand, and then move afterwards. What this will require you to do is take control of when you deal with collisions, instead of just using Unity 's OnCollision functions. r n r nSo, in you OnCollision code you 'd have something ...