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August 23, 2014
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Updates » Programming
BASIC's 50th anniversary draws near 8
by Gamasutra Community [04.30.14]
A collection of little-known facts and stories circling around BASIC, the simple programming language that introduced a generation of game developers to the idea of making their own games.
Console/PC, Indie, Programming

GDC Next 2014 debuts call for talks, reveals themes 2
by Staff [04.30.14]
The future-focused GDC Next show is calling for talk submissions for both GDC Next and the featured App Developers Conference, which will be held in Los Angeles this November.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

The poor game developer's toolkit 29
by Gamasutra Community [04.30.14]
"I couldn't afford to use the industry-standard software. So I've been using freely available software, and have compiled a list of that allows developers to create games commercially."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

You and me become we: Dancing with Bounden Exclusive 3
by Leigh Alexander [04.28.14]
Adriaan de Jongh talks co-op mobile dance game Bounden, and how Game Oven's work aims to negotiate the often-awkward, sometimes divine spaces between people using just a smartphone as a touchstone.
Console/PC, Smartphone/Tablet, Programming, Art, Design, Exclusive, Video

Call for Blogs: The 50th anniversary of BASIC 6
by Staff [04.28.14]
Many of today's game developers got their start programming in BASIC, a simple computer language popular in the 1980s. Now's your chance to share your memories with Gamasutra's readers!
Console/PC, Programming

How to position your game's camera for isometric assets 2
by Gamasutra Community [04.28.14]
A quick guide to creating the perfect camera system for an overhead, isometric game (such as a mobile strategy game) with the math and the Maya tips to make it work.
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Get a job: IO Interactive seeks a Gameplay Programmer  
by Staff [04.25.14]
IO Interactive is looking to hire a gameplay programmer to work on their next Hitman game alongside the team in its Copenhagen, Denmark office.
Console/PC, Programming, Production, Recruitment

Procedural generation of word game boards 4
by Gamasutra Community [04.25.14]
Difficulties in playtesting lead to new ideas for how to create procedurally-generated boards for a Unity-based word game. This post covers thoughts on how to do it right.
Social/Online, Smartphone/Tablet, Indie, Programming, Design

Epic releases Unreal Engine 4.1, including PlayStation 4, Xbox One support 4
by Christian Nutt [04.24.14]
Subscribers can now download the new version from GitHub, including both the stable build and "bleeding edge," untested new code.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Automatic avoidance for player characters on an indie budget 4
by Gamasutra Community [04.23.14]
Mike Bithell (Thomas Was Alone) describes how he's emulated the smart input optimization you see in triple-A games in his upcoming Volume -- in a quick and simple way.
Console/PC, Indie, Programming

An evolutionary algorithm in action: Darwin's Nightmare 1
by Gamasutra Community [04.22.14]
"In this game, all enemy craft designs are obtained by varying a unique genotype: whenever a new ship appears on the screen, digital DNA is recombined to create a new type."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design

Book review: OpenGL Development Cookbook  
by Gamasutra Community [04.21.14]
We have very advanced books like GPU Pro, and books for beginners like OpenGL SuperBible. It is great to see a book that is something between those two extremes.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Video: Breaking down the seven-year development of Antichamber 3
by Staff [04.18.14]
Indie developer Alexander Bruce shares his development philosophy and what he learned from creating Antichamber in a postmortem talk given at GDC 2014.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault, GDC

'What's the best game dev educational resource you've ever used?' Exclusive 2
by Staff [04.18.14]
There's a lot of great educational resources out there that can help you refine your game development skills -- the trouble is knowing where to look.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Blog: How DevOps can impact the experience of free-to-play games  
by Gamasutra Community [04.18.14]
"There are a host of technical issues that can -- and will -- undermine the player experience, even in the best-designed games."
Social/Online, Smartphone/Tablet, Programming, Production, Business/Marketing

If Steam is too crowded, can we create an algorithm for discovering hidden gems? 23
by Gamasutra Community [04.18.14]
"My twitter friends are constantly giving visibility for 'hidden gems' and I think we should keep doing that. At the same time, I think we can supplement those efforts with some mathematical tools."
Console/PC, Indie, Programming, Business/Marketing

Reminder: GDC Europe 2014 call for talks ends Monday  
by GDC Staff [04.18.14]
Don't miss the April 21 deadline to submit proposals for talks, roundtables and panel sessions at GDC Europe 2014, which will be held in Cologne, Germany August 11-13.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Glitchspace is a first-person programming game Exclusive 1
by Mike Rose [04.17.14]
I've played pretty much every first-person puzzler under the sun, so it's rare to find a game that really throws me a curveball. Glitchspace is very much that curveball.
Console/PC, Indie, Programming, Design, Business/Marketing, Exclusive, Video

Getting your Unity game on Vita with Unity for PSM 10
by Gamasutra Community [04.17.14]
You can now publish Unity games directly to Sony's PlayStation Mobile -- which means publishing on Vita. But... how do you do it? This post explains.
Console/PC, Indie, Programming, Production

Procedural, dynamic room generation 7
by Gamasutra Community [04.17.14]
On making a game that evolves as the player plays: "The maps generated with this new technique were much more interesting to navigate, as well as connecting much more fluidly."
Console/PC, Indie, Programming, Design