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November 28, 2015
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November 28, 2015
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Updates » Programming
The chilling tale of the development of Costume Quest 2 2
by Gabe Cinquepalmi [10.29.15]
"I still can't believe what we were able to do in the short amount of time we had. Despite our limitations, we were able to fill this game with oodles of incredible art, animation, music, ideas, and personality."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

How Riot optimizes the League of Legends codebase  
by Alex Wawro [10.28.15]
There's an interesting rundown on Riot's techblog of how coders optimize the League of Legends codebase -- specifically, the particle system -- that game programmers may appreciate.
Console/PC, Social/Online, Programming

Writing a game engine from scratch 11
by Gamasutra Community [10.28.15]
"My goal is not to go into a lengthy 'Which engine should I use?' or 'Should I write an Engine?' debate here and will jump right into it."
Console/PC, Indie, Programming

Classic Postmortem: Trespasser: Jurassic Park 4
by Richard Wyckoff [10.28.15]
An in-depth postmortem of this ahead-of-its-time FPS, released 17 years ago today. The ambitious action-adventure game has been cited as a source of inspiration by many indie game developers.
Console/PC, Programming, Art, Design, Production, History

How I squeezed a game into 48K, in the Apple II era 15
by Gamasutra Community [10.28.15]
The challenges of limited resources: "Effectively, there was only 'one thing going on' within the Apple II at any given time. There was nothing to hand anything off to."
Console/PC, Indie, Programming, History

Rejecting black boxes: Punk approaches to A.I. and navigation 11
by Gamasutra Community [10.28.15]
"Many developers solve their problems by putting together a gigantic lego-stack of black-boxed rendering, physics and A.I./Navigation technology. I'm going to suggest that there are alternatives to this approach."
Indie, Programming

How we stream our Gear VR game without impacting performance  
by Gamasutra Community [10.27.15]
"We have developed a method leveraging our multiplayer tech to render what the player is seeing in the Gear VR on additional monitors and screens."
VR, Indie, Programming, Business/Marketing

Get a job: Amazon seeks an experienced Game Programmer 5
by Staff [10.23.15]
Got a few years of game dev coding experience and a shipped title under your belt? Amazon Game Studios wants someone like you to take a lead role alongside the team at its Seattle, WA offices.
Console/PC, Programming, Recruitment

Twitter upping its Unity game with tweeting and Crashlytics support  
by Christian Nutt [10.22.15]
Twitter now aims to integrate well with Unity, letting users tweet directly from games -- and its Crashlytics tool is adding Unity support as well.
Console/PC, Smartphone/Tablet, Programming

Using Texture Atlases in Unity to improve performance 11
by Gamasutra Community [10.22.15]
"Performance is always on the top of every game developers to-do list. Lowering draw calls are a simple way to improve the performance of your game."
Console/PC, Smartphone/Tablet, Indie, Programming

Get a job: Telltale Games is hiring a Senior Graphics Engineer  
by Staff [10.21.15]
Tales From the Borderlands studio Telltale Games seeks a Senior Graphics Engineer to work on its multiplatform Telltale Tool engine, which spans current-gen consoles, PCs, and mobile platforms.
Console/PC, Programming, Recruitment

The making of Star Wars: Shadows of the Empire GDMag Exclusive 5
by Mark Haigh-Hutchinson [10.21.15]
The renewed Star Wars hoopla has us remembering how excited we were when we were when this N64 classic was released. Here's an in-depth postmortem that ran in a 1997 issue of Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

The making of Far Cry 2 GDMag Exclusive 1
by Clint Hocking [10.21.15]
'Far Cry 2 is not a typical title,' writes Clint Hocking in this postmortem from Game Developer magazine. In honor of the game's release 7 years ago today, we're republishing the article in full.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive, GD Mag

Video blog: Using World Objects to create UI in Unreal Engine 4 3
by Gamasutra Community [10.20.15]
"This is a behind the scenes look at how we created an interactive map of our level, with multiple levels, live updating, and player interaction, using a combination of levels, blueprints, and actors to create 3D menus."
Console/PC, Smartphone/Tablet, Programming

Circle colliders for better 2D touch controls in Unity 10
by Gamasutra Community [10.20.15]
"Players got easily frustrated during play sessions and only used tap selection instead. I was able to fix this by doing two things."
Smartphone/Tablet, Programming

Get a job: Be a Game Systems Programmer at Hi-Rez Studios  
by Staff [10.19.15]
The studio responsible for Smite and Tribes: Ascend need a game systems programmer to join the development team at Hi-Rez Studios' Alpharetta, Georgia headquarters and work on their new project.
Console/PC, Programming, Recruitment

Procedural generation: More unpredictable stuff 10
by Gamasutra Community [10.19.15]
"This is everything people love and everything people hate about procedural generation, and it defines a trench that the field has been stuck in for a very, very long time. I think it's time to get out."
Console/PC, Smartphone/Tablet, Indie, Programming

Report: Some Linux games unavailable on Steam ahead of Steam Machines launch 3
by Christian Nutt [10.16.15]
If games are Linux-compatible but don't work well with SteamOS, it appears they won't have a compatibility icon any longer.
Console/PC, Indie, Programming

Game Design Deep Dive: Controlling space and sound in Panoramical 1
by Fernando Ramallo, David Kanaga [10.16.15]
Panoramical developers Fernando Ramallo and David Kanaga take a deep dive into a simple question: How do you design and tune player input for a game that's also a music visualizer?
Console/PC, Indie, Programming, Audio, Design, Video, Deep Dive

Developing for the Apple II: Infinity is more than ten, right? 15
by Gamasutra Community [10.16.15]
Apple II arcade-style game Dino Eggs tried to edge out the competition by having a huge number of levels -- and here, dev David H. Schroeder recalls what that took in the 1980s.
Console/PC, Indie, Programming, Design