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March 24, 2017
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Updates » Programming
Valve, Oculus, Nvidia and others back Khronos' new VR standard 1
by Chris Kerr [12.06.16]
The Khronos Group has called for the virtual reality market's biggest players to unite to create a cross-vendor, royalty-free, open VR standard. And some big names have already lent their support.
VR, Programming, Production, Business/Marketing

Nintendo wants people to hunt down 3DS security exploits for $20,000  
by Chris Kerr [12.06.16]
Nintendo is offering cash rewards of up to $20,000 for anyone who can find and identify security issues with its 3DS line of handheld systems. 
Console/PC, Programming

Get a job: Sucker Punch is hiring a Graphics Programmer  
by Staff [12.05.16]
Sucker Punch is looking for a Graphics Programmer to design and develop new features in its graphics engine in Bellevue, Washington.
Console/PC, Programming

Best of 2016: Coding principles from the early days of id Software 6
by Kris Graft [12.05.16]
At GDC Europe in Cologne, Germany earlier this year, John Romero ran down some of the key programming principles that id Software adhered to in the influential studio’s early years.
Console/PC, Indie, Programming

Kojima is using Guerrilla's Decima Engine to build Death Stranding  
by Chris Kerr [12.05.16]
Metal Gear creator Hideo Kojima will be using Guerrilla Games' Decima Engine as the foundation for his upcoming open-world action game, Death Stranding
Console/PC, Programming, Production, Business/Marketing

Blizzard the big winner at The Game Awards 2016  
by Chris Kerr [12.02.16]
Blizzard cleaned up at this year's Game Awards, coming away with the Game of the Year, Best Game Direction, Best eSports Game, and Best Multiplayer awards for its work on Overwatch
VR, Console/PC, Smartphone/Tablet, Programming, Art, Design, Production

Blog: Creating a procedural sprite generator at Gen Jam 2016 11
by Gamasutra Community [12.01.16]
For the first ever GenJam, a one day small local San Francisco based Procedural Generation Jam, I created a procedural sprite creator. Here's how.
Programming, Design

Blog: Adaptive music in competitive games 3
by Gamasutra Community [11.30.16]
An article describing a way of using vertical re-orchestration to create highly dynamic music for all kinds of games where two or more side compete to each other.
Programming, Audio, Design

Blog: On the generation of procedural organs  
by Gamasutra Community [11.29.16]
How would you go about creating a system to procedurally generate internal organs?Bestiarium developer Yanko Oliveira finds out.
Programming, Design

Get a job: Heart Machine is hiring a Gameplay Engineer  
by Staff [11.28.16]
Heart Machine is seeking a Gameplay Engineer to craft code for character movements, NPC interactions, scripted sequences, enemy combat, environmental interactions and much more in Culver City, CA.
Console/PC, Indie, Programming, Recruitment

Sponsored: How Telltale Games handles version control  
by Francisco Monteverde, CEO, Codice Software [11.28.16]
The type of version control system a studio uses is often a religious issue when it comes to software dev tools. Telltale Games has found much success in using a new VCS: Plastic SCM.
Programming, Production, Video, Sponsored Article

Blog: Developing my first console game  
by Gamasutra Community [11.28.16]
How we turned our 2012 7DFPS entry into a Nintendo Wii U couch multiplayer extravaganza for up to four combatants and one lucky commentator.
Console/PC, Programming, Design

Graphics Deep Dive: Cascaded voxel cone tracing in The Tomorrow Children 8
by James McLaren [11.28.16]
"Rather than a traditional forward or deferred lighting system, we created a system that lit everything by tracing cones through voxels," explains James McLaren, director of engine technology at Q-Games.
Console/PC, Programming, Art, Video, Deep Dive

Video Game Deep Cuts: Zelda in Shenzhen Westworld  
by Gamasutra Staff [11.27.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines classic Zelda, contemporary Shenzhen I/O, & Westworld's VR experiment.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Why StarCraft II might be the key to creating advanced AI 2
by Chris Kerr [11.25.16]
"It is treating the data in the game as a visual format, so that a learning AI can take in this information and actually start playing like a humans."
Console/PC, Programming

Blog: Generating the world of Sunless Skies 3
by Gamasutra Community [11.25.16]
Sunless Skies presents an opportunity to refine the world-generating formula we created in Sunless Sea to make sure the sequel improves upon the first game.
Console/PC, Programming, Design

Q&A: Ocelot Society on building Event[0] around an AI chatbot 3
by Thomas Faust [11.25.16]
"The game was supposed to be survival horror. We iterated on it, and after playtesting, it became apparent that we should just focus on our core chatbot mechanic and build everything else around that."
Console/PC, Indie, Programming, Design

Blog: Implementing procedural space in Moon Hunters  
by Gamasutra Community [11.24.16]
Do procedural generators have to stay behind the scenes in a game design, or can they break free and have meaning within a game? Let's look at Kitfox Game's Moon Hunters to find out.
Programming, Design

The challenges and rewards of designing local multiplayer games 12
by Phill Cameron [11.23.16]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Blog: Why throwing in VR sucks, and how to make it better 3
by Gamasutra Community [11.22.16]
Throwing is one of the first things you do when you try out VR. It's also one of the most inconsistent experiences. Here's how I made throwing better for a game where it's the central mechanic.
VR, Programming, Design