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Updates » Programming
Get a Job: Syntertainment is hiring a client developer for 'Will Wright's Next Big Thing'  
by Staff [12.27.13]
Development is apparently ramping up on Will Wright's next project, as his company is hiring a low-level Unity plug-in developer with iOS and Android experience.
Smartphone/Tablet, Programming, Recruitment, Mobile Games

Best of 2013: Inside the PlayStation 4 with Mark Cerny Exclusive 74
by Christian Nutt [12.27.13]
In one of our most fascinating articles of the year, Gamasutra spoke to PlayStation 4 lead architect Mark Cerny about the design process and capabilities of Sony's console.
Console/PC, Programming, Business/Marketing, Exclusive

Best of 2013: Programmer, interrupted GDMag Exclusive 17
by Chris Parnin [12.26.13]
There are many distractions at work, and unfortunately, our understanding of interruption and remedies for restoring focus are not too far from homeopathic cures and bloodletting leeches.
Programming, GD Mag Exclusive

Blog: An introduction to particle projectiles in Unity 2
by Gamasutra Community [12.26.13]
Tony Yotes writes about how he made a looping particle emitter in a cone shape using Unity's particle editor to create a gun for a 2D shooter.
Console/PC, Smartphone/Tablet, Indie, Programming

Blog: Efficient vectors of vectors 3
by Gamasutra Community [12.24.13]
STL style vectors are convenient because they hide the details of internal buffer management, and present a simplified interface, but sometimes convenience can be a trap.
Console/PC, Programming

Get a job: Insomniac is hiring a new QA Engineer  
by Staff [12.23.13]
The house that builds Ratchet & Clank and Resistance (plus the upcoming Sunset Overdrive) is looking to expand the family with a few new hires, including a Q&A position.
Console/PC, Programming, Production, Recruitment

Blog: Secrets of the Unity animation view 5
by Gamasutra Community [12.23.13]
Unity game developer Will Hendrickson shares tricks for using the popular engine's animation view, which he calls "single most powerful time-lining tool you have," for gameplay features.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Mobile Games

Developing HTML5 games in 2013: A look back 11
by Gamasutra Community [12.23.13]
From platform issues, to tools and even commercial performance, HTML5 developer Matt Hackett looks back at a year of tumult for the development platform.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Best of 2013: Gamasutra's Top Games of the Year 51
by Gamasutra Staff [12.23.13]
In 2013, we handled our "Game of the Year" list quite differently. Instead of publishing a single top 10, Gamasutra writers simply picked five games that they loved most in 2013. Here they are, all in one place.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Your game's Facebook App Center page can now show videos  
by Alex Wawro [12.20.13]
Facebook developers can now add autoplay videos to their App Details page, which should make it easier to showcase high-action Facebook games.
Social/Online, Programming, Design, Business/Marketing

Best of 2013: The stories behind the SCUMM engine Exclusive 13
by Staff [12.20.13]
It's rare that the mention of a video game engine elicits strong emotions, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder shares the stories behind the well-regarded engine.
Console/PC, Programming, Business/Marketing, Exclusive

Best of 2013: Dirty Game Development Tricks Exclusive 20
by Staff [12.20.13]
One of our best stories this year was the revival of one of the most popular Game Developer Magazine features, "Dirty Coding Tricks," with 9 new from-the-trenches stories and a few unorthodox tricks.
Console/PC, Programming, Production, Business/Marketing, Exclusive

Blog: Using abstractions and interfaces with Unity 6
by Gamasutra Community [12.20.13]
In this post, programmer Victor Barcelo introduces some OO techniques that can be applied to Unity's component architecture in order to organize and maintain code.
Console/PC, Smartphone/Tablet, Indie, Programming

Get a job: Turbine seeks a Senior Performance Engineer  
by Staff [12.19.13]
The Lord of the Rings Online developer Turbine is looking for new talent, specifically a Senior Performance Engineer to join their Massachusetts office.
Console/PC, Programming, Design, Recruitment

The 25 most popular stories on Gamasutra in 2013 Exclusive  
by Mike Rose [12.19.13]
It's clear that 2013 was one of the most exciting and announcement-packed year for video games we've seen -- but which stories were the most searched for, the most read, the most popular?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

'Diversity Lounge'? PAX has a lot of work to do Exclusive 40
by Leigh Alexander [12.19.13]
With its "Diversity Lounge and Hub," PAX is finally trying to address some of its community problems. So why is everybody laughing? Leigh Alexander explores what it would really take to start healing.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Design, Business/Marketing, Exclusive

An HTML5 game engine 'mid-mortem' 5
by Gamasutra Community [12.18.13]
Todd Lewis shares the decision-making and challenges faced when building an HTML5 game engine from scratch -- including not going against the grain of JavaScript.
Social/Online, Smartphone/Tablet, Programming, Production

Gamasutra's Best of 2013: Leigh Alexander's Top 5 Video Games Exclusive 8
by Leigh Alexander [12.18.13]
Gamasutra contributing editor Leigh Alexander continues our end-of-the-year series by sharing her picks for the best games of 2013.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Mobile Games

Infamous: Second Son particle system explained at GDC 2014  
by Staff [12.17.13]
Today's highlights include a deep dive into the particle system that powers Infamous: Second Son given by Sucker Punch's Bill Rockenbeck, a talk from Irrational Games Lead Character Artist Gavin Goulden on the challenges of working out compelling character designs for Bioshock Infinite, and a guide to optimizing your game's shader architecture for next-gen hardware from Avalanche Studios' Emil Persson.
Console/PC, Programming, Art, Production, GDC

Valve's SteamOS FAQ, detailing hardware, software, and dev issues 9
by Gamasutra Community [12.13.13]
Alongside shipments of the first beta Steam Machines to users, Valve has released a FAQ with info on how SteamOS functions for users and developers.
Console/PC, Indie, Programming, Production