Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 18, 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:

Category: Programming

Expert RSS

Posted by Jeremy Alessi on 10/30/18 10:16:00 am in Programming
From PixelFest 2018 Developer Day in Norfolk, VA. Grant Shonkwiler discusses his journey from producing small mobile titles to delivering massive AAA hits and beyond. He also got the crowd to scream... in a library! 

Posted by Josh Ge on 10/29/18 10:35:00 am in Programming
A comprehensive primer on how to get started with roguelike development, guidance and tips in 5,500 words and 84 images. (A text version of the opening talk at Roguelike Celebration 2018.)

Posted by Simon Carless on 10/29/18 12:44:00 am in Programming
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.

Posted by Tommy Thompson on 10/22/18 10:14:00 am in Programming
I explain how Halo 3 managed to have so many AI characters on screen at once.

Posted by Simon Carless on 10/14/18 10:51:00 pm in Programming
This week's highlights include a neat Smash Brothers interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.

Posted by Simon Carless on 10/07/18 10:25:00 pm in Programming
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.

Posted by Simon Carless on 10/01/18 09:21:00 am in Programming
This week's highlights include an overview of a very odd old Mac game, Keita Takahashi on making games in tough times, and a close look at Life Is Strange 2.

Posted by Joost van Dongen on 09/25/18 11:35:00 am in Programming
Modelling interiors behind every window in a city often takes too much performance, so some games use "interior mapping", a shader trick to render geometry that isn't actually there, but still achieves sharp, perspectively correct rooms.

Posted by Simon Carless on 09/24/18 12:12:00 am in Programming
This week's highlights include analysis of adventure title Unavowed, a cover story on Fortnite streamer Ninja, & detailed impressions of Rockstar's Red Dead Redemption 2.

Posted by Niklas Gray on 09/20/18 10:05:00 am in Programming
A detailed account of hunting down two bugs in The Machinery alpha.