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September 23, 2014
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September 23, 2014
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Updates » Programming
The challenges of converting a mobile platformer into a good PC game 7
by Gamasutra Community [09.10.14]
"This journey of converting Shadow Blade from a good mobile game to a respectable PC title has proved to be quite challenging... We are definitely learning a lot in this process and it is quite tough and fun."
Console/PC, Smartphone/Tablet, Programming, Design, Production

Achieving high-speed, precise, 2D gameworld interaction in Velocity 2X 6
by Gamasutra Community [09.09.14]
Interaction with a high-speed, 2D world -- how do you achieve it, and make it feel right? The Velocity 2X developers share their secrets.
Console/PC, Indie, Programming, Design

Get a job: Runic Games is hiring a Gameplay Programmer  
by Staff [09.08.14]
Runic Games, the creator of the Torchlight franchise, is looking for a gameplay programmer to join the Seattle, Washington-based studio and help build a new IP.
Console/PC, Programming, Recruitment

You should crack open my game 8
by Gamasutra Community [09.08.14]
"It's been suggested to me several times that I should do something to encrypt playerdata.xml, which contains all of the player's unlocks, high scores, and stats. I don't agree, though."
Console/PC, Indie, Programming, Design

GDC 2015 reveals new Summits and opens call for papers  
by Staff [09.08.14]
The GDC 2015 call for lectures and panels for topic-specific Summits focused on eSports, indie games, community management, free-to-play, narrative, mobile, and education ends 10/3.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Game feel tips: More on smooth movement 4
by Gamasutra Community [09.08.14]
A demo to illustrate what it means to have "good movement feel" in a game -- "itís just too hard to make your case about game feel with just words or a video - you just have to make it playable to get your point across."
Console/PC, Indie, Programming, Design

Get a job: Retro Studios seeks a Tools Engineer  
by Staff [09.05.14]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) is looking to hire a multi-talented programmer to serve as a Tools Engineer at its Austin, TX studio.
Console/PC, Programming, Production, Recruitment

Video: A Broken Sword postmortem from creator Charles Cecil  
by Staff [09.05.14]
Game industry veteran Charles Cecil speaks about his work writing and directing Broken Sword: Shadow of the Templars, the award-winning 1996 adventure that raised the bar for storytelling in games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Challenges of porting to Gear VR 3
by Gamasutra Community [09.05.14]
In collaboration with Oculus, Samsung is launching a device that turns a phone into a VR headset. But how easy is it to port a PC-based game to the device? This post details one dev's process for doing it.
Console/PC, Smartphone/Tablet, Indie, Programming

Blog: Putting your ghost in a shell 4
by Gamasutra Community [09.05.14]
A tale of how a programmer leaves fingerprints on a game long past the time they're still working on the code base.
Console/PC, Programming

Don't Miss: The SCUMM Diary: Stories of a seminal game engine Exclusive 12
by Staff, Mike Bevan [09.04.14]
SCUMM might "just" be a game engine -- but it's an engine that elicits emotions nearly as strong as the games that it powers. Here, SCUMM architect Aric Wilmunder shares stories from its development.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

Q&A: Carmack reveals the challenges of mobile VR game development Exclusive 15
by Alex Wawro [09.04.14]
Gamasutra speaks to Oculus CTO John Carmack to learn more about how Oculus' new Mobile SDK works and what it means for developers who are currently making -- or thinking about making -- VR games.
Smartphone/Tablet, Programming, Design, Production, Exclusive

Integrating Google analytics in a Cocos2d-x game 1
by Gamasutra Community [09.01.14]
"Without this information it is like flying a plane in the blind and depending on your luck. Even if we end up creating a reasonable game, competition against big companies is unsustainable. But we can try. Let's try."
Smartphone/Tablet, Indie, Programming

Don't Miss: Valve's design process for creating Half-Life 9
by Ken Birdwell [08.29.14]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

Dynamic 2D character lighting 6
by Gamasutra Community [08.29.14]
Double Fine programmer Oliver Franzke writes about the technique used in Broken Age to "integrate Shay into (the beautiful) world" with character lighting.
Console/PC, Indie, Programming, Art

Get a job: Cryptic Studios is hiring Software Engineers  
by Staff [08.28.14]
The house that built Neverwinter is looking for programmers to join their Los Gatos, CA-based studio and work on massively multiplayer online games.
Console/PC, Programming, Recruitment

Don't Miss: Let's retire the word 'gamer' Exclusive 141
by Brandon Sheffield [08.28.14]
"The word 'gamer' is regressive. It accepts the portrait of us painted by the mainstream news media, and every time I hear it or read it it actually makes me feel a little sick."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Exclusive

'Gamers' don't have to be your audience. 'Gamers' are over. Exclusive 243
by Leigh Alexander [08.28.14]
'Game culture' as we know it is kind of embarrassing -- itís not even culture. Itís buying things, spackling over memes and in-jokes repeatedly, and itís getting mad on the internet.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Business/Marketing, Exclusive

Export from Unity to an iOS device 2
by Gamasutra Community [08.28.14]
"Although the resources where all out there, they were not all in one place. This is the process I followed to set everything up and has worked fine for me thus far."
Smartphone/Tablet, Programming

Blog: Pretend it matters - a Ludum Dare postmortem  
by Gamasutra Community [08.28.14]
"I decline to draw sharp lessons from this, no what-went-right or what-went-wrong. Each new approach has a little of both."
Console/PC, Indie, Programming, Design, Production