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Updates » Programming
Blog: Thoughts on my four year dev cycle 6
by Gamasutra Community [01.05.17]
For the past four years I've been working on the same project, which is coming to a concluding soon, Here are some random weird thoughts about that time, from tech to social things.
Programming, Production

Get a job: Yacht Club Games is hiring a Build Engineer  
by Staff [01.04.17]
Yacht Club Games is on the lookout for an experienced build engineer/programmer to help out on the next big batch of Shovel Knight updates and future projects in Marina Del Rey, California.
Console/PC, Indie, Programming, Recruitment

An extensive look at the hardware behind the original Game Boy 1
by Alissa McAloon [01.04.17]
In his appropriately named 'Ultimate Game Boy Talk,' Michael Steil breaks down the hardware that powered Nintendo's early handheld with incredibly detailed explanations of what makes the Game Boy tick.
Console/PC, Programming, Video

Game Design Deep Dive: Creating believable crowds in Planet Coaster 3
by Owen McCarthy [01.04.17]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
Console/PC, Programming, Art, Audio, Design, Video, Deep Dive

Game Design Deep Dive: Using vision as cursor in Tethered 1
by Ian Moran [01.03.17]
"VR offers new ways of interacting that allow us to get much closer to that mouse and pointer functionality by turning your face into a mouse pointer," says Ian Moran, technical director of Tethered.
VR, Console/PC, Indie, Programming, Design, Deep Dive

What game developers are saying about The Last Guardian 3
by Joel Couture [12.28.16]
We reached out to several developers to get their opinions on the design of The Last Guardian, and the creation of its the indelible characters .
Console/PC, Programming, Art, Design

Video Game Deep Cuts: Bye Wii U, Hi 2017!  
by Gamasutra Staff [12.26.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, says goodbye to the Wii U & rounds up a whole host of 'Best of 2016' pieces.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Come to GDC 2017 and hear how Gears of War 4's cutting-edge audio was crafted  
by Staff [12.23.16]
At GDC 2017 Microsoft's Nikunj Raghuvanshi and John Tennant will break down Project Triton, which debuted in Gears of War 4 to deliver detailed scene-dependent wave acoustics in games.
Console/PC, Programming, Audio, GDC

Best of 2016: Wonder Boy: The Dragon's Trap - Reverse-engineering a 1989 original 14
by Gamasutra Community [12.22.16]
This popular post shows how remaking the '89 game Wonder Boy III: The Dragon's Trap wasn't just about nostalgia, but an exercise in developing a game that's faithful and respectful to the original.
Console/PC, Programming, Production

Watch a Valve engineer explain the making of the Lighthouse VR tracking system 2
by Alex Wawro [12.22.16]
"I actually invented the Lighthouse tracking technology quite early," said Valve's Alan Yates in a recent presentation. "I was very worried it would be almost impossible to implement, so I sat on it."
VR, Programming, Design, Production, Video

Blog: Building your world, your way  
by Gamasutra Community [12.21.16]
Here's why and how I went about decoupling Game Makers Room Editor from the production of my game, Orb, and ended up creating my own in-game editor.
Programming, Design, Business/Marketing

Video: How Playdead rendered the unique visuals of Inside  
by Staff [12.21.16]
At GDC 2016 Playdead's Mikkel Gjoel and Mikkel Svendsen explain the techniques used to achieve high visual fidelity in the context of the strict simplistic aesthetic of Inside.
Indie, Programming, Art, Video, Vault

See Guerrilla deconstruct Horizon: Zero Dawn's traversal mechanics at GDC 2017!  
by Staff [12.21.16]
At GDC 2017 Guerrilla Games' Paul Van Grinsven will break down the mechanics of how protagonist Aloy traverses a multi-faceted open world. Don't skip it!
Console/PC, Programming, Design, GDC

Best of 2016: Water interaction model for boats in video games - Part 2 7
by Jacques Kerner [12.20.16]
This year Avalanche Studios senior software engineer Jacques Kerner came back with more of the deep physics work behind Just Cause 3's advanced boat simulations, producing this standout blog post.
Console/PC, Indie, Programming, Design

Get a job: Visual Concepts is hiring a Senior Game Scripter  
by Staff [12.20.16]
Visual Concepts is looking for a Senior Game Scripter to help design, structure, and expand the scripts and data that drive the cinematic content for sports video games in Novato, CA.
Console/PC, Programming

Come to GDC 2017 and learn to boost game AI via asynchronous processing  
by Staff [12.20.16]
Havok's Ben Sunshine-Hill shows you how to set up an asynchronous task processing system so you can still use complex and long-running AI computation in real time -- without sacrificing game quality.
Console/PC, Indie, Programming, GDC

Nintendo Switch to support Vulkan, OpenGL 4.5 and OpenGL ES 1
by Alex Wawro [12.19.16]
A few developers are buzzing today about The Khronos Group's decision to add Nintendo's upcoming Switch console to its lists of hardware compliant with the OpenGL 4.5, OpenGL ES, and Vulkan APIs.
Console/PC, Programming

Get a job: Soulbound Studios is hiring a Sr. Gameplay Programmer  
by Staff [12.19.16]
Soulbound Studios is seeking a full-time Senior Gameplay Programmer to join the dedicated team working on Chronicles of Elyria in Bellevue, WA.
Console/PC, Social/Online, Programming, Recruitment

Gamasutra's Best of 2016: Brandon Sheffield's top 5 indie games from not-America 4
by Brandon Sheffield [12.19.16]
Through my travels this year, I've been privy to a bunch of interesting independent games that were not at all on my radar previously.
Indie, Programming, Art, Design

At GDC 2017 you'll see how Inside's final surprise was made  
by Staff [12.19.16]
There's something surprising waiting at the end of Inside, and in a talk titled "Huddle up!: Making the [SPOILER] of 'Inside'" a team of Playdead devs will explain how (and why) they built it.
Indie, Programming, Art, Design, Production, GDC