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February 10, 2016
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Category: Programming


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Posted by John Ardussi on 02/01/16 01:13:00 pm in Programming
There are times when the easy way to make a game is actually more fun for the player than the hard way.

Posted by Jean Simonet on 01/28/16 08:05:00 pm in Programming
Game programmers write state-machines all the time, and yet the way we do it is often un-intuitive, over-engineered, or prone to mistakes. There is a better way, one that takes advantage of the new features of our game programming languages.

Posted by Ramine Darabiha on 01/28/16 08:05:00 pm in Programming
This weekend, developers from nearly 80 countries will gather to create over 5000 games in 48 hours at Global Game Jam. Here are some lessons I've learned from being a mentor for the past four years, to help you get around the most common pitfalls.

Posted by Shaun Leach on 01/25/16 02:02:00 pm in Programming
After a break, I'm back to talk about R-E-S-P-E-C-T. How do you respect team members and why it's ever so important to do so.

Posted by Brian Kehrer on 01/25/16 02:01:00 pm in Programming
One of the biggest challenges in VR development is the combined requirements of high framerate with high resolution. By transforming vertices into 'lens-space' we remove the need for full-screen render textures, massively improving mobile performance.

Posted by Mathieu Lachance on 01/13/16 01:11:00 pm in Programming
QA Project planning is one of the most crucial and difficult steps of a videogame development project. With this entry Iíll share a couple tips and techniques my team and myself use to calculate how much people, time and money QA should take.