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August 30, 2014
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Updates » Programming
Don't Miss: Valve's design process for creating Half-Life 6
by Ken Birdwell [08.29.14]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

Dynamic 2D character lighting 3
by Gamasutra Community [08.29.14]
Double Fine programmer Oliver Franzke writes about the technique used in Broken Age to "integrate Shay into (the beautiful) world" with character lighting.
Console/PC, Indie, Programming, Art

Get a job: Cryptic Studios is hiring Software Engineers  
by Staff [08.28.14]
The house that built Neverwinter is looking for programmers to join their Los Gatos, CA-based studio and work on massively multiplayer online games.
Console/PC, Programming, Recruitment

Don't Miss: Let's retire the word 'gamer' Exclusive 126
by Brandon Sheffield [08.28.14]
"The word 'gamer' is regressive. It accepts the portrait of us painted by the mainstream news media, and every time I hear it or read it it actually makes me feel a little sick."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Exclusive

'Gamers' don't have to be your audience. 'Gamers' are over. Exclusive 188
by Leigh Alexander [08.28.14]
'Game culture' as we know it is kind of embarrassing -- itís not even culture. Itís buying things, spackling over memes and in-jokes repeatedly, and itís getting mad on the internet.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Business/Marketing, Exclusive

Export from Unity to an iOS device  
by Gamasutra Community [08.28.14]
"Although the resources where all out there, they were not all in one place. This is the process I followed to set everything up and has worked fine for me thus far."
Smartphone/Tablet, Programming

Blog: Pretend it matters - a Ludum Dare postmortem  
by Gamasutra Community [08.28.14]
"I decline to draw sharp lessons from this, no what-went-right or what-went-wrong. Each new approach has a little of both."
Console/PC, Indie, Programming, Design, Production

A peek at the metal: Metro dev talks PS4 vs. Xbox One performance 1
by Christian Nutt [08.27.14]
"We may push 40 per cent more pixels per frame on PS4, but it's not 40 per cent better as a result... your own eyes can tell you that."
Console/PC, Programming

Get a job: WB Games / Monolith seeks a senior software engineer  
by Staff [08.27.14]
The Washington-based studio working on Shadow of Mordor is looking for an engineer to help plot the future of its graphics technologies.
Console/PC, Programming, Recruitment

Wage gauge: Industry salary stats from the 2014 Game Career Guide Exclusive  
by Staff [08.27.14]
In this edition you'll find lots of great data aimed at preparing you for a career in game development, including the results of Gamasutra's most recent industry-wide salary survey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, annual Career Guide

Reminder: GDC 2015 call for submissions closes tomorrow!  
by Staff [08.27.14]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: Dirty Game Development Tricks Exclusive 21
by GDMag Staff [08.26.14]
From the archives of Game Developer Magazine come 9 from-the-trenches stories of designers, artists and programmers using unorthodox tricks to circumvent sticky development problems.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Designing and developing a location-based mobile RPG 1
by Gamasutra Community [08.26.14]
"While playing in the car, the game layers real-world data including weather, time of day, and everything you pass on the road -- like streets, schools, buildings, parks, lakes and popular locations -- on top of the fantasy world."
Smartphone/Tablet, Programming, Design

Microsoft researching game streaming technologies 1
by Christian Nutt [08.25.14]
Microsoft Research has published a new paper with promising technologies for improving the feel of streamed games -- and has been testing them on Doom 3.
Console/PC, Smartphone/Tablet, Programming

Video: Building the AI for Hearthstone 4
by Staff [08.25.14]
The AI postmortem is a perennial high point for GDC's AI Summit, and GDC 2014 was no exception as former Blizzard engineer Brian Schwab took the stage to deliver a thorough, frank presentation on the AI design of Hearthstone.
Console/PC, Smartphone/Tablet, Programming, Design, Video, Vault

Get a job: Retro Studios is hiring an AI Engineer  
by Staff [08.25.14]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) is looking to hire an AI engineer to work with the team in Retro's Austin, TX office.
Console/PC, Programming, Recruitment

Game feel tips: Speed, gravity, friction 4
by Gamasutra Community [08.25.14]
"If thereís anything in the world that is capable of moving me into instant tears, it's stiff movement in your video game."
Console/PC, Indie, Programming, Design

Why make a game a week?: Learning game development in public Exclusive 6
by Leigh Alexander [08.25.14]
Adriel Wallick has been making a game a week for some 38 weeks, and shares what she's learned in the liberating exercise -- and how a willingness to be vulnerable can help improve one's design practice.
Console/PC, Indie, Programming, Design, Exclusive, GDC Europe

Don't Miss: How Girls Make Games aims to shake up the industry Exclusive 9
by Leigh Alexander [08.22.14]
With help from sponsors and the expertise of Tim Schafer, Kellee Santiago and Tracy Fullerton, the Girls Make Games program has launched to resounding success, helping young girls learn game-making.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Reinventing the wheel: Why we made our own engine 6
by Gamasutra Community [08.22.14]
"After some months of development and close to finishing the game, the engine is very modular, allows to be easily extended, and revisiting an old method does not mean opening Pandoraís box thanks to the thorough API design."
Console/PC, Smartphone/Tablet, Indie, Programming