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January 20, 2017
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Updates » Programming
What game developers are saying about The Last Guardian 3
by Joel Couture [12.28.16]
We reached out to several developers to get their opinions on the design of The Last Guardian, and the creation of its the indelible characters .
Console/PC, Programming, Art, Design

Video Game Deep Cuts: Bye Wii U, Hi 2017!  
by Gamasutra Staff [12.26.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, says goodbye to the Wii U & rounds up a whole host of 'Best of 2016' pieces.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Come to GDC 2017 and hear how Gears of War 4's cutting-edge audio was crafted  
by Staff [12.23.16]
At GDC 2017 Microsoft's Nikunj Raghuvanshi and John Tennant will break down Project Triton, which debuted in Gears of War 4 to deliver detailed scene-dependent wave acoustics in games.
Console/PC, Programming, Audio, GDC

Best of 2016: Wonder Boy: The Dragon's Trap - Reverse-engineering a 1989 original 14
by Gamasutra Community [12.22.16]
This popular post shows how remaking the '89 game Wonder Boy III: The Dragon's Trap wasn't just about nostalgia, but an exercise in developing a game that's faithful and respectful to the original.
Console/PC, Programming, Production

Watch a Valve engineer explain the making of the Lighthouse VR tracking system 2
by Alex Wawro [12.22.16]
"I actually invented the Lighthouse tracking technology quite early," said Valve's Alan Yates in a recent presentation. "I was very worried it would be almost impossible to implement, so I sat on it."
VR, Programming, Design, Production, Video

Blog: Building your world, your way  
by Gamasutra Community [12.21.16]
Here's why and how I went about decoupling Game Makers Room Editor from the production of my game, Orb, and ended up creating my own in-game editor.
Programming, Design, Business/Marketing

Video: How Playdead rendered the unique visuals of Inside  
by Staff [12.21.16]
At GDC 2016 Playdead's Mikkel Gjoel and Mikkel Svendsen explain the techniques used to achieve high visual fidelity in the context of the strict simplistic aesthetic of Inside.
Indie, Programming, Art, Video, Vault

See Guerrilla deconstruct Horizon: Zero Dawn's traversal mechanics at GDC 2017!  
by Staff [12.21.16]
At GDC 2017 Guerrilla Games' Paul Van Grinsven will break down the mechanics of how protagonist Aloy traverses a multi-faceted open world. Don't skip it!
Console/PC, Programming, Design, GDC

Best of 2016: Water interaction model for boats in video games - Part 2 7
by Jacques Kerner [12.20.16]
This year Avalanche Studios senior software engineer Jacques Kerner came back with more of the deep physics work behind Just Cause 3's advanced boat simulations, producing this standout blog post.
Console/PC, Indie, Programming, Design

Get a job: Visual Concepts is hiring a Senior Game Scripter  
by Staff [12.20.16]
Visual Concepts is looking for a Senior Game Scripter to help design, structure, and expand the scripts and data that drive the cinematic content for sports video games in Novato, CA.
Console/PC, Programming

Come to GDC 2017 and learn to boost game AI via asynchronous processing  
by Staff [12.20.16]
Havok's Ben Sunshine-Hill shows you how to set up an asynchronous task processing system so you can still use complex and long-running AI computation in real time -- without sacrificing game quality.
Console/PC, Indie, Programming, GDC

Nintendo Switch to support Vulkan, OpenGL 4.5 and OpenGL ES 1
by Alex Wawro [12.19.16]
A few developers are buzzing today about The Khronos Group's decision to add Nintendo's upcoming Switch console to its lists of hardware compliant with the OpenGL 4.5, OpenGL ES, and Vulkan APIs.
Console/PC, Programming

Get a job: Soulbound Studios is hiring a Sr. Gameplay Programmer  
by Staff [12.19.16]
Soulbound Studios is seeking a full-time Senior Gameplay Programmer to join the dedicated team working on Chronicles of Elyria in Bellevue, WA.
Console/PC, Social/Online, Programming, Recruitment

Gamasutra's Best of 2016: Brandon Sheffield's top 5 indie games from not-America 4
by Brandon Sheffield [12.19.16]
Through my travels this year, I've been privy to a bunch of interesting independent games that were not at all on my radar previously.
Indie, Programming, Art, Design

At GDC 2017 you'll see how Inside's final surprise was made  
by Staff [12.19.16]
There's something surprising waiting at the end of Inside, and in a talk titled "Huddle up!: Making the [SPOILER] of 'Inside'" a team of Playdead devs will explain how (and why) they built it.
Indie, Programming, Art, Design, Production, GDC

Best of 2016: 7 uses of procedural generation all devs should study 3
by Richard Moss [12.16.16]
What elements of your game could a well-defined algorithm create better than you? Here, in a popular post from Janary, are 7 games that hit upon an array of interesting answers to that question.
Console/PC, Indie, Programming, Design

Blog: The math of idle games - Part II 4
by Gamasutra Community [12.16.16]
Part II of a 3-part, in-depth series on the math of idle games, this time looking at alternative growth models and generator relevancy.
Programming, Design

Get a job: Wargaming Sydney is hiring a Software Engineer  
by Staff [12.16.16]
Wargaming Sydney is seeking an experienced Software Engineer with good knowledge of low-level systems programming to work on the company's PC engine in Sydney, Austrailia.
Console/PC, Programming, Recruitment

Attend GDC and see how Blizzard scripts Overwatch's weapons and powers  
by Staff [12.16.16]
Dan Reed is a senior software engineer at Blizzard, and he'll be giving GDC attendees a behind-the-scenes look at Overwatch in his talk on "Networking Scripted Weapons and Abilities in 'Overwatch'."
Console/PC, Social/Online, Programming, Design, GDC

Video: Building a better jump (with math!) 1
by Staff [12.15.16]
At the 2016 Game Developers Conference earlier this year, Minor Key Games' Kyle Pittman shared a programmer-friendly, mathematical approach to making better jump systems in platformer games.
Console/PC, Indie, Programming, Design, Video, Vault