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October 7, 2015
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October 7, 2015
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Updates » Programming
A modern asset pipeline: 7 reasons to optimize content 2
by Gamasutra Community [06.17.15]
"The reasons to why and how to optimize content differs a lot from case to case, depending on asset complexity, platform, game engine, viewing distances, etc." Here are your considerations.
Console/PC, Programming, Production

Get a job: Be a Creature Programmer for Firaxis Games  
by Staff [06.16.15]
Civilization studio Firaxis Games is looking to hire someone with programming chops to develop creature animation systems for a "next-gen" game at the company's Baltimore, MD office.
Console/PC, Programming, Recruitment

Check out the 2015 Game Career Guide right now! 2
by Staff [06.16.15]
Hey developers! Looking to advance your career in the game industry? The free annual Game Career Guide for 2015 is out now, and its packed with insight to help industry newcomers and veterans alike.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

6 ways to protect your mobile game against hackers, crackers, and copycats 3
by Gamasutra Community [06.16.15]
Mary Min, of mobile security company Seworks, takes a look at what hackers, pirates, and cloners can do to your mobile games -- and offers suggestions on how to stop them.
Smartphone/Tablet, Programming, Business/Marketing

This Week in Video Game Criticism: From Sunset to salt  
by Kris Ligman [06.15.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from fighting game community slang to a look under the hood of Tale of Tales' Sunset.
Console/PC, Social/Online, Indie, Programming, Design

A peek into Sunset's game logic 4
by Gamasutra Community [06.15.15]
Tale of Tales on visual programming tools, with example: "Code looks infinitely boring and is hard to read but PlayMaker's Finite State Machines make programming clear and fun."
Console/PC, Indie, Programming, Design

6 recommendations when launching a game on KakaoTalk 4
by Gamasutra Community [06.12.15]
"Launching your product on Kakao is a difficult, but realistic task. The most important thing is to know all details and nuances, which, partly, can stretch the process up to several weeks, or even months."
Smartphone/Tablet, Programming, Production, Business/Marketing

Epic releases Unreal Engine 4.8, with VR tech  
by Christian Nutt [06.11.15]
Today Epic Games has released the latest version of its engine -- which includes an array of improvements for working with VR tech, and the A Boy and His Kite demo from GDC.
Console/PC, Smartphone/Tablet, Programming, Video

Get a job: NetherRealm seeks a Mobile Software Engineer  
by Staff [06.11.15]
The makers of Mortal Kombat are looking for an experienced mobile software engineer to join them at NetherRealm's Chicago, IL studio to build iPhone and iPad games.
Smartphone/Tablet, Programming, Recruitment

Don't Miss: Carmack, Luckey, Binstock and Abrash debate VR's future 3
by Christian Nutt [06.11.15]
Back in 2014, Oculus' biggest visionaries gathered to discuss -- and debate -- the future of virtual reality technology. This record of their discussion is worth going back to watch.
Console/PC, Programming, Design, Business/Marketing

Sponsored: How the cloud changed the way our studio makes games  
by Robert Maduri, President, Throwback Entertainment [06.11.15]
Throughout the development of Gladiator: Sword of Vengeance and some other currently-unannounced titles, Throwback Entertainment has been leveraging cloud-based technologies to improve productivity and accessibility.
Social/Online, Programming, Sponsored Article

Bloodstained port house Armature to freely offer its UE4 Wii U/Vita code base 1
by Christian Nutt [06.10.15]
Thanks to Bloodstained's Kickstarter success, Unreal Engine 4 will support two more platforms, unofficially. Gamasutra speaks to the studio's tech director.
Console/PC, Indie, Programming

Get a job: Hi-Rez Studios is hiring Gameplay Programmers  
by Staff [06.10.15]
The developer of Smite and Tribes: Ascend seeks gameplay programmers to join the development team at Hi-Rez Studios' Alpharetta, Georgia headquarters.
Console/PC, Programming, Recruitment

Don't Miss: How Insomniac made the very first Ratchet & Clank Exclusive  
by Ted Price [06.10.15]
In this classic 2003 postmortem, Insomniac's Ted Price reveals how the very first Ratchet & Clank came together and spawned a multi-platform franchise.
Console/PC, Programming, Design, Production, Exclusive

Get a job: Firaxis seeks a Creature Programmer  
by Staff [06.09.15]
Handy with C/C++ and the Unreal Engine? Firaxis Games is looking to hire someone like you to develop creature animation systems for a "next-gen" game at the company's Baltimore, MD office.
Console/PC, Programming, Recruitment

'Things we create tell people who we are': Designing Zachtronics' TIS-100 Exclusive 10
by Alex Wawro [06.09.15]
Gamasutra speaks to Zachtronics founder Zach Barth and compatriot Matthew Burns about why they've launched the arcane assembly language puzzle game TIS-100, and what value they found in telling its story.
Console/PC, Indie, Programming, Design, Exclusive

Get a job: CBS Digital is seeking an Unreal Developer  
by Christian Nutt [06.08.15]
The team at CBS Digital is looking for an experienced Unreal 4 dev "to help build our look dev and offline rendering pipeline into an easy to use and powerful testing pipeline."
Console/PC, Programming, Recruitment

You no longer need to be a licensed dev to test apps on Apple's devices 6
by Christian Nutt [06.08.15]
One interesting bit of iOS news: "Program membership is not required" for testing on Apple's devices via Xcode 7.
Console/PC, Smartphone/Tablet, Indie, Programming

iOS 9 brings new game dev tools: GameplayKit and ReplayKit  
by Christian Nutt [06.08.15]
In San Francisco today, Apple has taken the veil off of iOS 9, which offers upgrades to existing in-OS game dev tools and two entirely new ones -- for logic and video sharing.
Smartphone/Tablet, Programming

Don't Miss: Mega Man 9's producer on making a NES game -- in 2008 10
by Christian Nutt [06.08.15]
In this classic 2008 interview, Capcom's Hironobu Takeshita speaks to the difficulties (and freedoms) of crafting a true retro experience, and to his vision for the future of video game development.
Console/PC, Programming, Design, Production