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April 28, 2016
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Updates » Programming
A look back at the dawn of video game DRM -- and those who cracked it 1
by Alex Wawro [01.15.16]
Video game history buff Jimmy Maher notes in a thorough post over on his Digital Antiquarian blog that seemingly unbeatable copy protection schemes have been fielded by developers since the late '70s.
Console/PC, Programming

Road to the IGF: Question's The Magic Circle Exclusive 4
by Alex Wawro [01.15.16]
Road to the IGF 2016 continues as Question's own Stephen Alexander, Kain Shin and Jordan Thomas chat with Gamasutra about The Magic Circle, the IGF award-nominated game that lampoons game development.
Indie, Programming, Design, Production, Business/Marketing, Exclusive, IGF

Blog: Being a lead programmer - less programming, more humaning 7
by Gamasutra Community [01.15.16]
"We often find leaders that know exactly what to do code wise, but not exactly what to do with the people working around them. This article will touch mainly two aspects of the lead programmer."
Indie, Programming

The basics of threading architecture 1
by Gamasutra Community [01.15.16]
"For wizards, this is all wrong... But it's simple, it gets you thinking in terms of data flow between threads, and if you eventually end up needing a job system, you're already halfway there."
Indie, Programming

The tale of developing top-5 Ludum Dare entry Mobsferatu  
by Gamasutra Community [01.14.16]
"We spent three days working a lot of extra hours on a side project and it was really worth it: not only because we loved what we had achieved, but also because we are the 5th game in the Overall category!"
Indie, Programming, Design, Production

Attend GDC 2016's AI Summit and learn to make games smarter  
by Staff [01.14.16]
With GDC 2016 drawing nigh, organizers share details on some great talks from developers of The Division, The Flame in the Flood and Sunset Overdrive at the conference's AI Summit.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, GDC

Valve releases Steam Link SDK, encourages app development 1
by Chris Kerr [01.14.16]
The SDK allows for the creation of native Steam Link applications, and even features OpenGL ES 2, Qt 5.4, and SDL 2 support.
Console/PC, Programming

Writing a game engine from scratch: The graphics library 4
by Gamasutra Community [01.13.16]
"We aren't here to do simple! We are here to learn the real meat. The dirty details. Therefore, the goal of this Article isn't 'how to use OpenGL/DirectX.' Instead, our goal will be 'how to create OpenGL/DirectX.'"
Console/PC, Indie, Programming

Get a job: Kabam is hiring a Graphics Engineer  
by Staff [01.12.16]
San Francisco-based mobile developer Kabam seeks a graphics engineer to join the team working on mobile games at Kabam's Los Angeles office.
Smartphone/Tablet, Programming, Art, Recruitment

Here be dragons: Witcher 3 devs share game design advice at GDC  
by Staff [01.11.16]
With GDC coming up fast, conference officials highlight a great GDC 2016 talk about all the lessons CD Projekt Red learned while designing and coding The Witcher 3: Wild Hunt.
Console/PC, Programming, Production, GDC

Don't Miss: How a Punch Club dev creates a CRT shader in Unity 12
by Gamasutra Community [01.08.16]
One of the developers of Punch Club (formerly VHS Story) offers an excellent introduction to coding your own Unity shader to replicate the look of a classic CRT screen.
Console/PC, Indie, Programming

Water interaction model for boats in video games: Part 2 6
by Jacques Kerner [01.08.16]
Avalanche Studios senior software engineer Jacques Kerner is back with more of the deep physics work behind Just Cause 3's advanced boat simulations.
Console/PC, Programming

Don't Miss: Designing the original X-COM: UFO Defense 1
by Staff [01.07.16]
With Firaxis' XCOM 2 on the horizon, look back at the director of 1994 hit X-COM: UFO Defense sharing the story of designing the seminal tactical strategy sim in this free video.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Watch a game coder rebuild id's Quake from scratch 1
by Alex Wawro [01.05.16]
Video game programmer Philip Buuck has launched a new video series, Handmade Quake, that aims to showcase his work rebuilding id's seminal first-person shooter from scratch, line by line.
Console/PC, Programming, Video

GDC 2016: Limbo devs share tips on coding games with striking art styles  
by Staff [01.04.16]
At GDC 2016 a pair of Playdead graphics specialists will break down how the studio that made Limbo is actually coding the building blocks of a unique art style for its next game: Inside.
Indie, Programming, GDC

7 uses of procedural generation that all developers should study 3
by Richard Moss [01.01.16]
What elements of your game could a well-defined algorithm do a better job at creating than you? Here are seven different games that hit upon an array of interesting answers to that question.
Console/PC, Indie, Programming, Design

What I learned from Ludum Dare: Making online multiplayer games is hard 4
by Gamasutra Community [12.30.15]
"The time spent on testing and debugging alone is enough to make the task unfeasible in a short amount of time. That said, for longer projects, I think it's worth learning how to create latency prediction and lobby servers."
Indie, Programming

The Weird Al of game jams: Making Mutant Veggie Arena  
by Gamasutra Community [12.28.15]
What goes into jamming up a strange game: "After my first Ludum Dare entry about the Amish and this entry about food, I'm starting to feel like the Weird Al of video game development."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Facing the challenge of getting Bastion to PlayStation Vita 7
by Gamasutra Community [12.28.15]
The travails of getting a console game onto Sony's handheld -- a port postmortem from a developer perspective, packed with juicy technical details.
Console/PC, Indie, Programming

Obituary: Longtime game developer Joe Waters  
by Alex Wawro [12.24.15]
Gamasutra has learned that veteran game developer and programmer Joe Waters passed away on Tuesday. He was a longtime fixture of the Seattle game industry, and will be missed.
Console/PC, Programming