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November 27, 2015
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November 27, 2015
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Updates » Programming
Unity tricks: Building delegates using reflection 2
by Gamasutra Community [11.17.15]
"This week's tip is pretty simple, and fairly esoteric. It's not something you'll need to use every day, but it is pretty cool, and who knows, maybe one day you'll suddenly find you need it. Today we're going to make a C# delegate out of thin air."
Console/PC, Smartphone/Tablet, Indie, Programming

Get a job: Particle City is hiring an experienced Game Engineer  
by Staff [11.16.15]
If you've got a few years of game programming experience and a shipped title under your belt, L.A.-based mobile game studio Particle City might like to hire you to work on the Titanfall mobile game.
Smartphone/Tablet, Programming, Recruitment

An ode to Flash 1
by Gamasutra Community [11.16.15]
"When talking to many developers about the future of Flash, there’s almost a glee in their certainty of its fate. Before I even consider developing a game commercially, I put it out as a Flash game."
Indie, Programming

Microsoft and teaching kids to code with Minecraft  
by Chris Kerr [11.16.15]
Microsoft, Mojang, and have joined forces to create a Minecraft coding tutorial for young students aged six and over.
Console/PC, Programming

Labor of love: How an Apple II game lives on 2
by Gamasutra Community [11.16.15]
"To my knowledge, Dino Eggs was the world’s first home computer game to be modded (and distributed beyond the hacker’s garage or attic). Let me know if I am wrong.
Console/PC, Indie, Programming, Business/Marketing

Windows 10 vs. SteamOS - One benchmark shows low Linux performance 5
by Christian Nutt [11.13.15]
It's just one test, conducted on just one PC -- but it's food for thought on whether or not you can expect Linux games to perform as well as Windows titles.
Console/PC, Indie, Programming

Don't Miss: Nintendo's Aonuma deconstructs the evolution of Zelda 10
by Staff [11.13.15]
The Legend of Zelda designer-turned-director Eiji Aonuma discusses how the franchise evolved, how A Link to the Past won him over, and how he handles the "Miyamoto Test," in this classic GDC Vault video.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Game designers: Learn to program 30
by Gamasutra Community [11.13.15]
"What I do know is that game designers like myself, who care about producing new, interesting, deep systems of interactivity, just really need to learn to code. You can't be relying on others."
Console/PC, Indie, Programming, Design

How to optimize different input types for paddle control in a brick breaker  
by Gamasutra Community [11.12.15]
"During the implementation of gamepad-support, we also tweaked the mouse and keyboard controls to make those better. The implementations of these three input devices are fundamentally different."
Console/PC, Indie, Programming

My must-have Unity plugins 12
by Gamasutra Community [11.12.15]
"One of the (many) strengths of Unity is its Asset Store, offering thousands free and paid-for plugins and assets. Here are 3 of my favorite plugins I use in most of my game projects."
Console/PC, Smartphone/Tablet, Indie, Programming

Get fresh design inspiration from classic TRS-80 games at GDC 2016 1
by Staff [11.12.15]
As GDC 2016 approaches, organizers announce two new talks: one on drawing history from TRS-80 games, the other on the graphics tech of Rainbow Six Siege.
Console/PC, Programming, Design, GDC

Ubisoft to invest $8 million through new CODEX education initiative 4
by Chris Kerr [11.12.15]
Ubisoft Montreal has unveiled the CODEX program, a new funding initiative that will see the studio invest more than $8 million to help teach the next generation about video game development.
Console/PC, Indie, Programming, Business/Marketing, Video

Get a job: Google is looking to hire a Graphics Engineer  
by Staff [11.10.15]
Got some experience doing multi-platform graphics programming? Google wants someone like you to work on developing an engine for animated interactive short stories on mobile and VR devices.
VR, Smartphone/Tablet, Programming, Recruitment

Blog: Adventures in game AI design  
by Gamasutra Community [11.10.15]
One indie dev shares lessons learned in good AI design. "Hopefully this little story will help anyone one looking to do Ai for their own indie game, failing that I hope it at least entertains."
Console/PC, Indie, Programming

Come to GDC 2016 and see how Retro City Rampage was ported to DOS  
by Staff [11.10.15]
GDC 2016 is on the horizon, and today organizers are proud to debut talks from experts about what goes into porting games across platforms (including MS-DOS!) and making them look great everywhere.
Console/PC, Smartphone/Tablet, Indie, Programming, GDC

Lessons learned from writing an 8-bit game engine from scratch 3
by Gamasutra Community [11.10.15]
"I wanted to share some of the lessons I've learnt developing Cathedral for the last 8 months, and hopefully there's some nugget of wisdom in here that might be of use to some fellow game developers."
Console/PC, Indie, Programming

Sublevel Zero creators on the perils and rewards of procedural generation 6
by Chris Kerr [11.10.15]
'With traditional level design you can hide things, and use smoke and mirrors to make levels look good. But with procedural generation, you can't fake that.'
Console/PC, Indie, Programming, Design, Video

Get a job: Be a Senior Gameplay Engineer at Boss Key  
by Staff [11.09.15]
Cliff Bleszinski and Arjan Brussee's new Raleigh-based studio is looking for a skilled C++ engineer to work on its upcoming sci-fi shooter Lawbreakers alongside the team at Boss Key HQ.
Console/PC, Programming, Recruitment

Frankenstein's monsters: Hacking NES games  
by Gamasutra Community [11.06.15]
"Time and experience have resulted in ROM hacks that are more complex—and arguably better-designed—than their originals. I spoke with one such ROM auteur."
Console/PC, Indie, Programming

The making of Prince of Persia: The Sands of Time GDMag Exclusive  
by Yannis Mallat [11.06.15]
Ubisoft's masterful reboot of the Prince of Persia franchise was released 12 years ago today. Yannis Mallat wrote this postmortem for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, Business/Marketing, History, GD Mag Exclusive