Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 29, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Programming
Nintendo mini-series explores how Breath of the Wild was made  
by Chris Kerr [03.14.17]
"Some of our younger designers came up with very unique suggestions, like the idea that UFOs could invade from space and abduct cattle."
Console/PC, Programming, Art, Design, Production, Video

Blog: Thinking through a UI change in RPG Maker  
by Gamasutra Community [03.14.17]
My last post explained what I'd learned about RPG Maker Ruby scripting during Ludum Dare 37, which wasn't very helpful without context. So let's walk through how we'd think about making a simple change.
Programming, Production

Don't Miss: A brain dump of what I worked on for Naughty Dog's Uncharted 4 15
by Gamasutra Community [03.13.17]
Following the game's release last summer, game programmer Ming-Lun Chou offered this in-depth look at the work he did at Naughty Dog for Uncharted 4.
Console/PC, Programming, Design

Blog: Getting started with MonoGame using Visual Studio 1
by Gamasutra Community [03.13.17]
Many have asked how to get started with MonoGame or how to get running with Platform X or Y. This article walks you through everything you need to know to kick things off.
Programming, Design, Production

Spirit AI and the promise of automated content moderation 1
by Katherine Cross [03.13.17]
At GDC this year, Spirit AI pitched their “AI for humans” to developers, with the promise of AI that could serve as a game mechanic or a content moderator. 
Console/PC, Programming

Blog: Designing for deep gameplay in Anew: The Distant Light 2
by Gamasutra Community [03.13.17]
Game director Steve Copeland discusses designing for deep gameplay, and details application of abstract theory to both a conventional and an exotic game weapon
Programming, Design

Video Game Deep Cuts: Zelda's Wild Skyline City  
by Gamasutra Staff [03.12.17]
This week's Video Game Deep Cuts long read/video highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Wargaming is hiring a Software Engineer  
by Staff [03.10.17]
Wargaming Sydney is seeking an experienced Software Engineer with good knowledge of low level systems programming to work on its PC game engine.
Console/PC, Programming

Blog: What I learned trying to make an Isometric game in Unity 10
by Gamasutra Community [03.10.17]
Making an isometric game isn't easy, especially if you're trying to keep your code organized in case you need to support new features. Here's a couple of helpful tricks to help improve your workflow.
Programming, Design, Production

From DOS to Kickstarter: Maniac Mansion director Ron Gilbert retraces his steps  
by Chris Kerr [03.10.17]
In a new lunchtime video interview with Google, veteran designer Ron Gilbert sat down to retrace his path from the days of DOS software to the post-Kickstarter world of crowdfunding.
Console/PC, Programming, Design, Production, Video

No Man's Sky creator launches Hello Labs funding initiative 7
by Chris Kerr [03.10.17]
The new program was unveiled at GDC by studio founder Sean Murray, and will see the company set aside some cash to fund multiple projects of its own choosing.
Programming, Design, Business/Marketing

What's it like developing for the Switch? 9 indie studios weigh in 3
by Chris Priestman [03.10.17]
What's it like creating or porting a game for Nintendo's new console? Gamasutra spoke to representatives from nine different indie studios about their experiences developing for the device.
Console/PC, Programming, Design, Production

YoYo Games officially launches GameMaker Studio 2 6
by Chris Kerr [03.09.17]
The versatile 2D game development tool can now be purchased for a starting price of $99.99, and features a completely redesigned user interface, new editors, and enhanced monetization tools. 
Console/PC, Programming, Design, Business/Marketing

Get a job: Crate Entertainment is hiring a Sr. Graphics/Engine Programmer  
by Staff [03.08.17]
Crate is looking for a talented graphics/engine programmer to work with designers and artists on improving the visuals, performance and engine capabilities of its games remotely or in Boston, MA.
Console/PC, Programming, Recruitment

Don't Miss: Why game designers should learn to program 35
by Gamasutra Community [03.07.17]
"To be clear: you can operate as a non-programming designer," shared Keith Burgun. "My argument is that while you can do this, to the extent that you're a game designer, you shouldn't."
Programming, Design

Blog: Building a scalable online game with Azure - Part 3 3
by Gamasutra Community [03.06.17]
Previously, we added the web service that acts as interface between the frontend and the actual backend services. In this post, we'll learn how to persist state to a scalable database.
Programming, Production

Game Design Deep Dive: Decisions that matter in Orwell 2
by Daniel Marx [03.06.17]
"In this article I will describe the iterations and considerations during the development process that shaped the choice-based mechanic and the feeling of impactfulness of decisions in the final game."
Console/PC, Indie, Programming, Design, Video, Deep Dive

Video Game Deep Cuts: That GDC Biohazard Mystery  
by Gamasutra Staff [03.05.17]
This week's 'long reads/standout game videos' highlights include a mess of GDC talk goodness, plus Resident Evil 7/Biohazard's making-of, the role of mystery in games, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Github for Unity extension offers smart Git integration 3
by Chris Kerr [03.03.17]
GitHub has pulled back the curtain on its 'Github for Unity' extension, which aims to bring the service's workflow and other features to the popular game engine. 
Programming, Production

Game Design Deep Dive: Hand-based VR movement in Lucid Trips  
by Sara Vogl [03.01.17]
"The concept of locomotion IN Lucid Trips has similarities with the movement of astronauts in outer space who have jetpacks attached to their wrists."
VR, Indie, Programming, Design, Video, Deep Dive