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October 9, 2015
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Category: Programming

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Posted by Jesse Attard on 10/08/15 01:39:00 pm in Programming
Jesse's back with the second of a series of articles featuring an in-depth discussion of programming principles, with a focus on how they apply in Video Game programming. The topic this time is a very important principle - "Ya Ain't Gonna Need It"

Posted by Dietmar Hauser on 10/07/15 12:16:00 pm in Programming
This question is often asked at the beginning of a new game project, and the decision has profound effects on its whole life cycle and possibly even on its follow up projects. Here’s how and why we have chosen to answer this question over the last decade.

Posted by David H. Schroeder on 10/05/15 01:52:00 pm in Programming
Part Three. These are my memories... Growing up in a world with 3 TV channels and paper mail... My years writing some of the earliest 8-bit games (CRISIS MOUNTAIN, DINO EGGS, SHORT CIRCUIT)... And now reviving my best-selling game as DINO EGGS: REBIRTH.

Posted by Pascal Bestebroer on 10/02/15 01:21:00 pm in Programming
For a new style of game, I looked back at some old style AI code for inspiration. This turn-based game plays like an arcade-game, so speed and flexibility are very important.

Posted by Nate Trost on 09/30/15 01:41:00 pm in Programming
A brief look at the makings of the Amazon Fire TV version of the popular indie hit Shovel Knight. This retrospective focuses on the technical factors that made the conversion a smooth and successful port.

Posted by Lars Doucet on 09/29/15 01:46:00 pm in Programming
Let Final Fantasy V's recent "HD remake" be a cautionary tale. We lay out some best practices for HD remakes from our own experiences.