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July 24, 2016
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July 24, 2016
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Blog: Unity 5 and WebGL porting guide 2
by Gamasutra Community [07.22.16]
There are a few things to know before making your Unity game work with WebGL. Game developer Leandro Gonzalez explains.

GDC 2017 announces call for submissions  
by Staff [07.21.16]
Heads up game devs: GDC 2017 officials have opened the annual Call for Papers for the GDC 2017 Main Conference, from now through August 18th.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Get a job: Particle City is hiring a Game Engineer  
by Staff [07.20.16]
If you've got a few years of game programming experience and a shipped title under your belt, mobile game studio Particle City might like to hire you to work in Orlando on the Titanfall mobile game.
Programming, Smartphone/Tablet, Recruitment

Get a job: Be a Gameplay Programmer at Industrial Light & Magic 2
by Staff [07.18.16]
Industrial Light & Magic (ILM), Lucasfilm's VFX/animation studio, wants to hire a gameplay programmer with Unreal Engine experience to write game code alongside the team at its San Francisco, CA office.
Programming, Console/PC, Recruitment

Come to GDC Europe and see how Remedy coded Quantum Break with D  
by Staff [07.15.16]
At GDC Europe Remedy Entertainment's Ethan Watson will reveal how the studio built its hit 2016 action game†Quantum Break†using the D programming language.
Programming, Console/PC, GDC Europe

Video: How Remedy rewrote its engine tech to make Alan Wake  
by Staff [07.14.16]
In this 2011 GDC talk, Remedy's Markus Maki and Olli Tervo break down the technical challenges of building Alan Wake and offer lessons for programmers working on game engines for large titles.
Programming, Production, Console/PC, Video, Vault

When Unity's Frame Debugger is not enough: RenderDoc  
by Ruben Torres [07.22.16]
Since version 5, Unity has shipped a new tool for visually debugging your frames: the†Frame Debugger. Iíll briefly describe how to use the frame debugger and afterwards Iíll point out the drawbacks that can be addressed through other tools.
Programming, Console/PC, Indie

The Vanishing of Milliseconds: Optimizing the UE4 renderer for Ethan Carter VR  
by Leszek Godlewski [07.21.16]
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR perf targets. This is a story of scraping off frame render time, microsecond by microsecond.
Programming, Console/PC, Indie, VR

Bound Against Time Update: Developing Across The Space-Time Continuum  
by Andrew-David Jahchan [07.21.16]
We explore the trials and tribulations of building a game that needs to run forwards and backwards through time.
Programming, Production, Console/PC, Indie

Time Manipulation in Unity - Level Creation  
by Stas Korotaev [07.20.16]
Time manipulation & custom timeline uses for level creation in Unity
Design, Programming, Indie

The Future of AI NPCs  
by Sande Chen [07.20.16]
In this article, game designer Sande Chen describes what happens when players have a supercomputer for a mentor and what this development means for games in the future.
Design, Programming, Production, Console/PC, Serious, Indie

Unity 5 and WebGL porting guide 2
by Leandro Gonzalez [07.19.16]
So, you have been working on Mobile games for a while using Unity, and probably heard that with Unity 5 it was possible to port your games for the Web sans Unity Web Player. Here are the things to know before making your game work with WebGL.
Programming, Indie, Social/Online, Smartphone/Tablet

Nintendo of America Inc. — Austin, Texas, United States
RETRO STUDIOS - Tools Engineer
Tools Engineer for Retro Studios

Telltale Games — San Rafael, California, United States
Senior Graphics Engineer

War Drum Studios — Gainesville, Florida, United States
Game and Systems Programmer
We are looking for a talented C++ programmer who wants to work on challenging problems and implement and own new systems. Join us as we have our cake and eat it to: we work on some of the best games in the business while also enjoying a small team environment.

Bohemia Interactive Simulations — Orlando, Florida, United States
Associate Producer

Respawn Entertainment — CHATSWORTH, California, United States
Graphics Software Engineer (mid-senior level)
Respawn is looking for Graphics Software Engineers (mid-senior level) to work on a new 3rd person, action-adventure Star Wars TM game. This is a rare opportunity to contribute to a beloved franchise with a talented and seasoned team. The team is small, so your tasks would be broad and give you opportunities to learn about systems that you might not arrive knowing. We need smart programmers who enjoy working on making our game look amazing.

Respawn Entertainment — CHATSWORTH, California, United States
Server Software Engineer
Respawn is looking for a server based engineer to join our small server team and help us continue to build on our existing backing server infrastructure (aka Stryder). We want someone to implement new features, improve existing ones, and build for high scalability.

Particle City — Los Angeles , California, United States
Senior Gameplay Engineer
Do you want to help make Titans fall? Would you like to tame the frontier of mobile gaming? If you dream in object-oriented languages and can solve for inverse matrices, in your sleep, we need your help in building a Titanfall mobile experience. Sign up, Recruit!

Telltale Games — San Rafael, California, United States
Platform Engineer

YAGER Development GmbH — Berlin, Germany
Server/Backend Programmer (f/m)
As a Server/Backend Programmer at YAGER you will work on Dreadnought (, an awesome and exciting AAA F2P project with an international team of highly experienced and talented developers that are passionate about their work.

Skydance Interactive — Marina del Rey, California, United States
Senior Full-Stack Engineer
Senior Full-Stack Engineer for Online Games