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July 30, 2016
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Updates » Programming
Unity forward vs. deferred rendering path 3
by Gamasutra Community [06.03.16]
One of the most important Unity features is the ability to choose a rendering path. To understand better why there is more than one rendering path, first you will need to understand the motivation behind it.
Programming

The small team behind Dangerous Golf's huge destructionfests 4
by Jennifer Allen [06.03.16]
“We wanted to make a sports game and take the piss out of it,” explains Alex Ward of Three Fields Entertaianment. “It’s fun to see things break."
Console/PC, Indie, Programming, Art, Design, Video

Game Design Deep Dive: Dying Light's Natural Movement system 3
by Maciej Binkowski, Bartosz Kulon, Paul Milewski [06.02.16]
"So many of the established smoke and mirrors techniques you use in level design just didn’t work for us. We actually had to put full environments behind the curtain, so to speak."
Console/PC, Programming, Art, Design, Production, Video, Deep Dive

Blog: SpriteRenderer vs. UIImage (CanvasRenderer) in Unity 3
by Gamasutra Community [06.01.16]
Here's a game developer's detailed presentation of the difference between SpriteRenderer and UIImage (CanvasRenderer) in Unity.
Indie, Programming, Production

Game Design Deep Dive: Dead Star's capital ship invasions 2
by Tom Ivey [05.31.16]
"We were really interested in creating a game that had a heavily asymmetrical element to the competing teams. Central to this idea was an episode of the TV show Battlestar Galactica titled '33.'"
Console/PC, Programming, Design, Video

Self-evolving game content using player feedback 8
by Gamasutra Community [05.30.16]
What if we could make our generated content self-evolving? What if we could make our games become better over time?
Programming, Design, Production

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [05.27.16]
In this timeless video postmortem, designers John Romero and Tom Hall share their stories of developing id Software's seminal '90s first-person shooter Doom.
Console/PC, Programming, Art, Audio, Design, Production

How and why a group of modders have kept NHL 2004 on PC alive 1
by Bryant Francis [05.26.16]
Read the unlikely tale of a group of modders who've kept a 13-year-old hockey game alive and up to date.
Console/PC, Programming

Blog: Procedural generation - panacea or poison?  
by Gamasutra Community [05.26.16]
Procedural generation systems can be used to create nearly limitless play experiences, but can an algorithm create an experience as compelling as one that is hand-crafted by a designer?
Programming

Game of War dev using matchmaking tech to beef up New Zealand's transport systems 1
by Chris Kerr [05.26.16]
"Soon, entire cities will be networked in one real-time environment, which will create a level of efficiency that the world hasn't seen yet."
Smartphone/Tablet, Programming, Business/Marketing

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Embracing fully-localized code for each mobile game territory  
by Gamasutra Community [05.25.16]
"Our decision to create a country-specific version of DDTankM has vastly increased installs -- contributing to a wealth of happy players in Brazil. This is definitely the way to go!"
Smartphone/Tablet, Programming, Art, Production, Business/Marketing

Mojang's Crown and Council: From hobby project to Steam release  
by Richard Moss [05.25.16]
"This is something I wanted to experiment with," says Pettersson. "Could you do a Risk-like game where the player has to develop a sense of odds and relationships without those being explicitly stated?"
Console/PC, Programming, Design, Video

Integrating a Unity game with Steamworks 2
by Gamasutra Community [05.25.16]
"Steamworks SDK is distributed as a native DLL file (*.so when talking about Mac and Linux). In order to make it work with Unity you have to create a binding. Fortunately such binding already exists!"
Console/PC, Indie, Programming

How did programming the original Game Boy really work? 2
by Christian Nutt [05.24.16]
Making games for Nintendo's original portable hardware was tricky -- and a new video sheds a light on exactly how it was done.
Console/PC, Programming, History, Video

Valve's OpenVR SDK reaches 1.0.0  
by Christian Nutt [05.24.16]
New version of SDK, available from GitHub, offers better support for the Vive headset amongst other fixes and improvements.
VR, Console/PC, Programming

Valve embraces Vulkan with new Dota 2 beta update 1
by Alex Wawro [05.24.16]
Three months after OpenGL successor Vulkan made its formal debut, Valve has become one of the first developers to actually support the cross-platform open graphics API by patching it into Dota 2.
Console/PC, Programming

Don't Miss: How Maxis put the 'sim' in SimCity 33
by Christian Nutt [05.24.16]
In this classic chat, then-SimCity creative director Ocean Quigley reveals how Maxis designed systems that offer satisfying decisions for players & also accurately reflect aspects of the real world.
Console/PC, Programming, Design

Blog: The future of game engines and cloud technology 1
by Gamasutra Community [05.24.16]
"What a real-time, cloud-based system provides is a much more streamlined approach to a developer’s process while greatly enhancing the collaboration and communication among its members."
Console/PC, Smartphone/Tablet, Indie, Programming, Production

CryEngine source code now available on Github 1
by Chris Kerr [05.24.16]
Crytek has released CryEngine through Github to make it easier for users to stay up to date with new releases, "as as merging code branches is an area where Git excels."
Programming