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Early game dev Carol Shaw donates dev docs to Women in Games exhibit  
by Alissa McAloon [07.19.17]
Longtime game developer and River Raid creator Carol Shaw has donated her personal collection of game dev artifacts to The Strong museum for display as part of its Women in Games initiative.
Design, Programming, Console/PC


New PuzzleScript variant DungeonScript lets you make your own dungeon crawler 1
by Alex Wawro [07.18.17]
Game dev Jarred "Farbs" Woods has debuted DungeonScript, a new spin on open-source HTML 5 puzzle game engine PuzzleScript that's designed to let devs easily create first-person dungeon crawl games.
Design, Programming, Indie

Blog: Investigating executable bloat in Unity iOS 5
by Gamasutra Community [07.18.17]
In this article I dig in to the iOS binary generated by Unity, and look at some tools we can use to understand what's going on and what's in there.
Programming

Video Game Deep Cuts: The 4D Cyberpunk Fire  
by Gamasutra Staff [07.17.17]
This week's longform game article/video highlights include the Cyberpunk RPG's original author, 4D Toys' brain-bending surreality, Fire Pro Wrestling's resurgence, and lots more.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design

Video: 6 ways of using AI in procedural content generation for games  
by Staff [07.14.17]
at GDC 2017, devs Tyler Coleman, Zach Aikman, Tanya Short, Tarn Adams, Mitu Khandaker-Kokoris, and Luiz Krue share their own tricks for leveraging the power of AI in procedural generation for games.
Programming, Production, Console/PC, Indie, Video, Vault


Is Your Code Ready to Prevent the Nedelin Catastrophe?  
by Bartlomiej Waszak [07.19.17]
The article presents solutions how to write more reliable game code and avoid common mistakes in video game programming.
Programming, Console/PC

Reproducible Research: StarCraft Data Mining  
by Ben Weber [07.17.17]
Revisiting a research paper from 2009, here's how I'd approach the problem today.
Programming, Console/PC

Video Game Deep Cuts: The 4D Cyberpunk Fire  
by Simon Carless [07.17.17]
This week's highlights include the Cyberpunk RPG's original author, 4D Toys' brain-bending surreality, Fire Pro Wrestling's resurgence, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Mechanics – Building on the Foundation  
by Max Pears [07.13.17]
Building on my previous blog post I discuss further on how to help mechanics grow, with using them in multiple ways to help players learn. First post on: http://www.maxpears.com/category/blog/
Design, Programming, Console/PC, Indie

The Ronimo coding style guide 8
by Joost van Dongen [07.11.17]
Reading code from your team members is easier and faster if all code adheres to the same formatting and naming conventions. Also, some C++ code constructions are better avoided altogether. That's why we have a rather strict coding style guide at Ronimo.
Programming

Video Game Deep Cuts: A Failure To NBA Jam  
by Simon Carless [07.09.17]
This week's longform game article/video highlights include GDC's Indie Summit Failure Workshop, an oral history of NBA Jam, and lots more.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, VR


Sony PlayStation — Bend, Oregon, United States
[07.20.17]
Senior Animation Programmer
Sony Bend Studio, the creator of Days Gone, Syphon Filter and Uncharted: Golden Abyss, is looking for top talent to join our in passionate team in creating a new AAA PlayStation 4 exclusive.

Sony PlayStation — Bend, Oregon, United States
[07.20.17]
Senior Staff Gameplay Programmer
Sony Bend Studio, the creator of Days Gone, Syphon Filter and Uncharted: Golden Abyss, is looking for top talent to join our in passionate team in creating a new AAA PlayStation 4 exclusive.

Visual Concepts — Los Angeles, California, United States
[07.20.17]
AI Software Engineer
We are seeking software engineers with experience in game-play systems including AI behavior trees and animation control logic.

Visual Concepts — Los Angeles, California, United States
[07.20.17]
Tools Software Engineer
You’re passionate about developing deep, high quality interactive tools used by all disciplines of game development for the creation, visualization, integration, release and testing of game content. You will develop next generation tools and engines, with a focus on the interactive layer of the two. You’re experienced creating Windows-based tools used in game development including data/asset management, creation frameworks, and user interface.

MAGIC LEAP — Fort Lauderdale , Florida, United States
[07.20.17]
SR GAMEPLAY PROGRAMMER


Visual Concepts — Los Angeles, California, United States
[07.20.17]
Software Engineer
Widely regarded as one of the world’s top video game studios, Visual Concepts, a subsidiary of Take-Two Interactive Software, Inc. (TTWO) seeks Software Engineers to join its ongoing and best-in-industry development efforts across a multitude of platforms. Visual Concepts is best known for some of the world’s greatest sports videogames, including the world’s #1-rated and #1-selling basketball franchise, NBA 2K. Top software engineers can join Visual Concepts and achieve career defining roles in the next generation of sports gaming. Learn and contribute to leading edge technology. Enjoy a culture dedicated to gaming and technical excellence.

Abrakam — Liege, Belgium
[07.20.17]
Mobile games KPI's expert


Abrakam — Liege, Belgium
[07.20.17]
Unity Developer


Cat Daddy Games — Kirkland, Washington, United States
[07.19.17]
FULL STACK TOOLS ENGINEER - MOBILE GAMES
Come join a small team of talented and passionate server and tools engineers designing and building our future game architecture and tools pipeline. We are looking for someone that can think about process flow and UX and has the web engineering skills to help make our game tools and systems awesome for our production and LiveOps teams who in turn make our games awesome for millions of players. We are solving very interesting technical challenges with new services while supporting and growing multiple mobile game titles. Our Full Stack Tools Engineer will be responsible for designing and building our internal tools stack, including the web, hosted applications, tools and data store. The position requires an experienced professional who can contribute tactically and strategically to our productÂ’s technology and architecture.

Tilting Point — New York, New York, United States
[07.19.17]
Lead Mobile Fullstack Engineer