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May 24, 2017
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Updates » Programming
Blog: An introduction to Unity Editor scripting - Part 1
by Gamasutra Community [05.03.17]
There are instances where you may need to create tools and utilities for your game when Unity or 3rd party tools don't meet your needs. Here's how, in this case, editor scripting saved the day.
Programming, Business/Marketing

Blog: Memory optimization in Unity WebGL - Part 2
by Gamasutra Community [05.02.17]
This article will cover some tips and tricks for diagnosing and resolving memory-related issues with your Unity WebGL game.
Programming, Design

Get a Job: Insomniac Games is hiring a Gameplay Programmer  
by Staff [05.01.17]
Insomniac Games is looking for a Gameplay Programmer to design and implement gameplay features as part of its Burbank, California-based development team.
Programming, Recruitment

Game Tech Deep Dive: Reworking the Unreal Engine for racing 1
by Ivan Del Duca and Stefano Lecchi [05.01.17]
Milestone duo Ivan Del Duca and Stefano Lecchi discuss how the racing specialist transitioned from its in-house game engine to Unreal, breaking down the technical tweaks implemented along the way
Console/PC, Programming, Design, Deep Dive

Video Game Deep Cuts: That Cute TOSE Burnout  
by Gamasutra Staff [05.01.17]
This week's longform article/video highlights include a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: A postmortem for the tree-trimming puzzle game Prune 17
by Gamasutra Community [04.28.17]
"Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees. It's a delicate dance to remove that which does not matter in favor of that which does."
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Get a job: Microsoft is hiring a Senior Technical Artist  
by Staff [04.27.17]
Microsoft's Xbox Design Studio is looking for an experienced Senior Technical Artist to join its Avatars Team in Redmond, Washington.
Social/Online, Programming, Art, Recruitment

Blog: Setting up one-button source code builds
by Gamasutra Community [04.26.17]
This blog describes how we set up a one-button build system for the source code at Our Machinery.
Programming, Production

Get a job: Sony PlayStation is hiring a Sr. UI Tools Programmer  
by Staff [04.24.17]
Sony's Santa Monica Studio is looking for a self-motivated Senior User Interface Tools Programmer to join its team in Playa Vista, California.
Programming, Recruitment

Video Game Deep Cuts: Deus Ex's China Lineage 1
by Gamasutra Staff [04.23.17]
This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Blog: A postmortem of my procedurally generated platformer, Meganoid 2017
by Gamasutra Community [04.21.17]
Postmortem for Meganoid(2017), a roguelike, procedurally generated platformer released on iOS, Android, and Steam three weeks ago.
Smartphone/Tablet, Programming, Design, Business/Marketing

Don't Miss: Designing for mystery in Kentucky Route Zero 1
by Staff [04.20.17]
Take a look back at this talk from Cardboard Computer's Jake Elliot about how and why the studio's development approach evolved to focus on creating mystery, rather than puzzles.
Console/PC, Indie, Programming, Art, Audio, Design, Production

IGDA and Microsoft launch $5K gaming and disability scholarship
by Chris Kerr [04.20.17]
The IGDA has launched a $5000 gaming and disability scholarship with the support of Microsoft. 
Programming, Design, Production

Blog: How to break into the games industry through programming
by Gamasutra Community [04.20.17]
Some basic tips to get you on the path to learning code and make use of that newly found education to (hopefully) land a job in the industry.
Programming, Business/Marketing

Video: Warren Spector's postmortem of Deus Ex  
by Staff [04.19.17]
At GDC 2017 game dev veteran Warren Spector delivers a postmortem talk on Deus Ex, Ion Storm's seminal immersive sim, and reflects on what he learned from the experience of making it.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Get a job: Improbable is hiring a Software Engineer  
by Staff [04.19.17]
Improbable is searching for a Software Engineer to join its team in San Francisco, CA and build vital tools, prototypes, and more for its developer community.
Programming

HTC releases Vive Tracker project code and developer tutorials
by Chris Kerr [04.19.17]
HTC has released the code for five Vive Tracker projects to help virtual reality devs get to grips with the new accessory.
VR, Programming, Production

Don't Miss: How culling works 2
by Vaughan Young [04.18.17]
In this timeless feature, veteran coder Vaughan Young breaks down how different kinds of culling (frustum, occlusion and back face) work -- and how they can be applied to help devs make better games.
Console/PC, Indie, Programming, Design

Have a peek inside the AI code of Street Fighter II  
by Alex Wawro [04.17.17]
Earlier this year a developer who is reverse-engineering Street Fighter II: The World Warrior published something fellow devs may get a kick out of: a detailed breakdown of how the game's AI works.
Console/PC, Programming

Video: Building the worlds of No Man's Sky using math(s) 1
by Staff [04.17.17]
At GDC 2017, Hello Games' Sean Murray deconstructs some of the most important technologies (and interesting challenges) behind generating realistic and alien terrains in No Man's Sky using math.
Indie, Programming, Design, Video, Vault