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October 24, 2014
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Updates » Programming
Long build times? You're doing it wrong 20
by Gamasutra Community [07.11.14]
"When I hear developers complain about long build times, it immediately makes me suspicious about the quality of their code base. Here's the TL;DR version of this article: do not include header files in header files."
Console/PC, Indie, Programming

Amazon launches mobile analytics service 4
by Christian Nutt [07.10.14]
Today, Amazon expanded its web services platform with a mobile analytics tool game developers can use -- and to lure you in, is offering it free to start.
Smartphone/Tablet, Programming, Business/Marketing

Share your programming tricks on Gamasutra blogs 8
by Christian Nutt [07.10.14]
Have a great, practical programming technique you think Gamasutra's readers would appreciate? Write it up in Gamasutra blogs!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

6 things I learned from indie development 11
by Gamasutra Community [07.10.14]
"In making Bain's Redemption, I came into the project as a programmer. Eventually, I found myself doing design, business, marketing, and even some art."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Get a job: Amazon Game Studios is hiring a Graphics Engineer  
by Staff [07.09.14]
The folks at Amazon Game Studios are looking to hire a software engineer to work as a graphics specialist on a rendering team at the studio's Irvine, CA offices.
Console/PC, Smartphone/Tablet, Programming, Art, Production, Recruitment

Don't Miss: Can joy be more 'adult' than violence? Exclusive 28
by Leigh Alexander [07.09.14]
"Adult content" rules commercial games -- but repetitive, blistering violence gets dull. Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy, as an alternative quality of mature games.
Console/PC, Indie, Programming, Art, Design, Exclusive

Unity gives an in-depth look at the PhysX upgrade in Unity 5 2
by Christian Nutt [07.08.14]
In a new blog post on its official site, the engine provider has gone in-depth on how its implementation of PhysX 3.3 will give the next version of its game engine a boost.
Console/PC, Smartphone/Tablet, Indie, Programming

The dos and don'ts of designing VR games 6
by Mike Rose [07.08.14]
nDreams' Patrick O'Luanaigh discusses the many dos and don'ts of VR game design that his company has discovered through its experiments with the Oculus Rift and Sony's Morpheus.
Console/PC, Programming, Audio, Design

Developing for procedural dynamism in Unity  
by Gamasutra Community [07.08.14]
The development process for starting a fully dynamic voxel-based toybox tank game in Unity, and all of the technical challenges that have arisen so far.
Smartphone/Tablet, Indie, Programming, Design

There is nothing to 'do' in OReilly's Mountain - and that's a good thing Exclusive 39
by Leigh Alexander [07.08.14]
Artist David OReilly's Mountain feels like a rebellion against everything that's been bothering me.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

Video: Diverse voices sharing countless ideas in GDC 2012 Microtalks 1
by Staff [07.07.14]
Industry veterans like Amy Hennig, Cliff Bleszinski, and Richard Lemarchand give great, rapid-fire presentations on the theme of "Playing for Time" during the Microtalks session at GDC 2012.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Unconventional tips for improving your programming skills 30
by Gamasutra Community [07.07.14]
There are "plenty of good resources out there that teach the technical skills"; this post concentrates on "the more personal lessons that you often only learn through experience or trial and error."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Oculus VR has its own developer event 1
by Kris Graft [07.07.14]
In an effort to directly foster its relationship with creators, Oculus VR said today it would host a new developer-centric event this year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Business/Marketing

GDC Europe 2014 adds fresh talks from Oculus and Telltale Games  
by Staff [07.07.14]
Designers from Telltale Games and Oculus VR join the lineup of speakers exploring the art and business of games at GDC Europe 2014 this August in Cologne.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, GDC Europe

Can joy be more 'adult' than violence? Exclusive 28
by Leigh Alexander [07.04.14]
"Adult content" rules commercial games -- but repetitive, blistering violence gets dull. Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy, as an alternative quality of mature games.
Console/PC, Indie, Programming, Art, Design, Exclusive

Don't Miss: Breaking the NES - Developing Shovel Knight 18
by Gamasutra Community [07.03.14]
Yacht Club Games programmer David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Programming, Art, Audio, Design

Q&A: Double Fine's Anna Kipnis digs into the mechanics of good dialog 1
by GDC Staff [07.02.14]
The Double Fine senior gameplay programmer and experienced public speaker explains her inspiration for pitching an indie-focused talk about dialog system design at GDC Europe 2014.
Console/PC, Indie, Programming, Audio, Design, Production, GDC Europe

Don't Miss: Shining a light on our women heroes problem Exclusive 126
by Leigh Alexander [07.02.14]
Spurred on by advertising for Rise of the Tomb Raider, Leigh Alexander reflects on the problematic trend of defining women heroes primarily through the trauma they've endured.
Console/PC, Programming, Design, Exclusive

Get a job: Linden Lab is hiring a Senior Software Engineer  
by Staff [07.01.14]
The house that gave us Second Life is looking to bring on an experienced software engineer to work on core engine development in Linden Lab's San Francisco, CA office.
Console/PC, Programming, Production, Recruitment

GDC Europe 2014's 'classic postmortem' is Broken Sword  
by Staff [07.01.14]
Influential game designer Charles Cecil will be delivering a Classic Game Postmortem about the groundbreaking adventure game Broken Sword: Shadow of the Templars at GDC Europe 2014 in Cologne this August.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe