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April 17, 2014
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The SCUMM Diary: Stories behind one of the greatest game engines ever made 13
by Staff, Mike Bevan [07.12.13]
It's rare that the mention of a video game engine can elicit emotions nearly as strong as the games that it powers, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder tells the stories behind the well-regarded engine.
Design, Programming, Production

Dirty Game Development Tricks 20
by Game Developer Magazine Staff [06.24.13]
One of Game Developer's most popular features was our "Dirty Coding Tricks" bit from 2009, where we got devs to open up about some of their ugly hacks -- and in 2013 we're back with nine new from-the-trenches stories, including a few unorthodox tricks from other dev disciplines besides programming.
Programming, Game Developer Magazine, Console/PC, GD Mag Exclusive

Postmortem: Treyarch's 2002 hit, Spider-Man 2
by Jamie Fristrom [06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Design, Postmortem, Programming, Production, Exclusive, GD Mag Exclusive

Postmortem - Sony Santa Monica's God of War: Ascension 11
by Whitney Wade, Chacko Sonny [06.19.13]
In this postmortem from the final issue of Game Developer, Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
Business/Marketing, Design, Postmortem, Programming, Production, Console/PC, GD Mag Exclusive

Advanced Audio Streaming in Unity 12
by Ben Long, Fredrik Kaupang [06.06.13]
In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.
Audio, Programming, Indie, Smartphone/Tablet


Getting your Unity game on Vita with Unity for PSM 2
by Gamasutra Community [04.17.14]
You can now publish Unity games directly to Sony's PlayStation Mobile -- which means publishing on Vita. But... how do you do it? This post explains.
Programming, Production, Console/PC, Indie

Procedural, dynamic room generation 6
by Gamasutra Community [04.17.14]
On making a game that evolves as the player plays: "The maps generated with this new technique were much more interesting to navigate, as well as connecting much more fluidly."
Design, Programming, Console/PC, Indie

Let there be shadow: Programming vertex shaders in Unity 1
by Gamasutra Community [04.17.14]
Want your own vertex/fragment shader shadows in Unity? "Luckily, Unity provides you the means to get this working! The catch? Documentation on this is lacking or even non-existent."
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet


Can we learn anything from strange old adventure games?  
by Leigh Alexander [04.17.14]
My new video series, "Lo Fi Let's Plays," focuses on using a familiar video format to look at unfamiliar or vintage game content. Can we learn from the Apple II era? Who knows, but it's fun!
Audio, Design, Programming, Art, Console/PC

Winning at DevOps: Increase Revenue by Protecting the Player Experience  
by Dave Ewart [04.16.14]
When you think about the big levers of revenue and profitability in online games, DevOps isn't the first to come to mind. But done right, an investment in DevOps function can actually deliver more to the bottom line than the best marketing campaign.
Business/Marketing, Programming, Production, Social/Online, Smartphone/Tablet

Let there be shadow! 1
by Joey Fladderak [04.16.14]
In this post I will explain how you can get shadows in your own custom vertex/fragment shader in Unity3D.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Procedural Dynamic Room Generation in "ARE" 6
by Aaron Chapin [04.16.14]
Our Global Game Jam Game, ARE, we needed levels that were procedurally generated on the fly. In this post, I outline how I set about implementing this feature in the little time I had.
Programming, Production, Console/PC, Indie

The Evolution of Racing Video Games  
by Suzanne Ritter [04.16.14]
Racing video games have come a long way in the past 50 years... this infographic charts their ascent from the arcade to the all-action blowout of console games today.
Design, Programming, Art, Console/PC


Crytek — Shanghai, China
[04.17.14]
Mobile Programmer
Game programmer (Mobile)

Turbine Inc. — Needham, Massachusetts, United States
[04.16.14]
Director, Analytics Platform Development
Director, Analytics Platform Development

Nix Hydra Games — Hollywood, California, United States
[04.16.14]
Programmer


Muti Labs — Santa Monica, California, United States
[04.16.14]
Senior Game Engineer


Digital Extremes — London, Ontario, Canada
[04.16.14]
Programmers
Programmers

Treyarch / Activision — Santa Monica, California, United States
[04.16.14]
Production Coordinator (temporary) - Treyarch
Come work at Treyarch in sunny Santa Monica!

Vicarious Visions / Activision — Albany, New York, United States
[04.16.14]
Senior Software Engineer-Vicarious Visions
See job description.

Telltale Games — San Rafael, California, United States
[04.15.14]
Senior Platform Engineer (Xbox One & PS4) @ Telltale Games
Telltale’s Core Engineering group is responsible for developing low-level and mid-level libraries and tools used by Telltale’s multi-platform downloadable game development system; the “Telltale Tool”. The “Telltale Tool” is used by Telltale’s artists, designers and Lua programmers to create tons of amazing content for Xbox, PS3, Wii, iOS, PC, Mac and Android. The Core Engineering group creates true “author once, run anywhere” technology.

Nintendo of America Inc. — Redmond, Washington, United States
[04.15.14]
Associate Software Support Engineer
Associate Software Support Engineer

Nintendo of America Inc. — Redmond, Washington, United States
[04.15.14]
Software Support Engineer
Software Support Engineer