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April 30, 2016
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Updates » Programming
The trials and technical triumphs of Obra Dinn  
by Christian Nutt [03.29.16]
Lucas Pope shares the details behind why it's taken him 1.5 years to get his latest demo near his original vertical slice -- and shares technical solutions to making his game work in Unity.
Console/PC, Indie, Programming, Art

Get a job: Be a Game Engine Engineering Director for Roblox 1
by Staff [03.29.16]
User-created online world Roblox is looking for an experienced engineer to lead development on its game engine -- someone to "drive future feature development" of the game.
Console/PC, Programming, Recruitment

Moving from NGUI to Unity UI 6
by Gamasutra Community [03.29.16]
"In this post, I am not going to get into the discussion of which is better from a visual or performance standpoint. Both systems have their pros and cons, but Unity UI has the distinct advantage of being free."
Console/PC, Smartphone/Tablet, Indie, Programming

SNES Super Mario World turned into Flappy Bird, by code injection  
by Christian Nutt [03.28.16]
Code injection into Super Mario World has become a favorite of the speedrunning and Mario-hacking community -- and a player has, by hand, turned the game into Flappy Bird.
Console/PC, Programming, Video

Study combs through 155 Gamasutra postmortems for what went right and wrong 2
by Christian Nutt [03.28.16]
A scholarly review of 155 Gamasutra postmortems -- produced by academics from the Rochester Institute of Technology in conjunction with Microsoft Research -- gets to the heart of game development.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: The pros and cons of procedural generation 6
by Gamasutra Community [03.28.16]
"This type of analysis is a good way for you to understand when you should use it and it varies depending on what you want to do. The root cause for some of these arguments in favor or against might be the same."
Indie, Programming, Design, Production

How one studio is building game AI to replicate a human storyteller 10
by Alex Wawro [03.28.16]
"The intention behind Toska is that it provides for a computer game experience what a good human DM provides on a tabletop experience," says Evodant of its "procedural AI narrative engine." Could it?
Console/PC, Programming, Design

Video: How NetherRealm built Mortal Kombat's cinematic story mode  
by Staff [03.25.16]
In this GDC 2013 talk NetherRealm's Adisak Pochanayon explains how, exactly, "there's a full-length feature film rendered in our game, with seamless transitions in and out of gameplay."
Console/PC, Programming, Design, Production, Video, Vault

Classic Postmortem: Lionhead's Black & White 1
by Peter Molyneux [03.25.16]
Fifteen years ago today, Lionhead Studio's unique creature-training God game Black & White was released. Here's Peter Molyneux's in-depth postmortem that first ran in Game Developer magazine.
Programming, Art, Design, Production

GDC Europe 2016 announces dates and calls for papers  
by Staff [03.25.16]
GDC organizers have put out the call for submissions to present lectures and panel sessions at the 2016 Game Developers Conference Europe, which will run August 15-16 in Cologne, Germany.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

VR dev resources: A big list  
by Gamasutra Community [03.25.16]
From Oculus Rift to Cardboard, a big list: "Iíve parsed tons of info, found a lot of practical useful info and tips in tutorials, answers, forums, blogs and so on and going to gather it here and share."
VR, Console/PC, Indie, Programming

Get a job: Be a PlayStation Gameplay Programmer at Sony  
by Staff [03.24.16]
Sony Santa Monica is out to hire a coder who can work as a senior gameplay programmer working on systems design and implementation alongside the rest of the team at the studio's Santa Monica, CA HQ.
Console/PC, Programming, Recruitment

Adapting classic Sega Saturn games to be colorblind-friendly 1
by Gamasutra Community [03.24.16]
"Let me name three specific Sega Saturn games and describe how color affects their gameplay. Then, I'll propose a solution to make each game accessible to those that are colorblind."
Console/PC, Programming, Art

Using Unity to create great parallax effects in a 2D game 2
by Gamasutra Community [03.24.16]
"The best way is to get the best of both. Setup perspective cameras to render parallax layers and use the orthographic camera to render main plan with character, platforms, puzzles, etc."
Console/PC, Smartphone/Tablet, Indie, Programming

id Software co-founder John Carmack to receive BAFTA Fellowship  
by Chris Kerr [03.24.16]
The British Academy of Film and Television Arts will honor†id Software co-founder John Carmack with a BAFTA Fellowship at this year's awards ceremony.†
VR, Console/PC, Programming

Don't Miss: The stories behind SCUMM, one of the game engine greats 13
by Staff, Mike Bevan [03.23.16]
In this classic 2013 feature, SCUMM ("Script Creation Utility for Maniac Mansion) co-creator Aric Wilmunder shares stories of making one of the all-time great game engines while at LucasArts.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

SCUMM co-creator digs up game design treasure trove 2
by Chris Kerr [03.23.16]
After spending his career at Atari, LucasArts, 3DO, and Microsoft, veteran programmer Aric Wilmunder has amassed a treasure trove of design documents, and now he's going to share them with the world.
Console/PC, Programming, Design

Blog: A hierarchy of needs for creative people (such as game devs) 12
by Gamasutra Community [03.23.16]
You know how Maslow has that great Hierarchy of Needs pyramid? Let's try one for creative people.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Catch up on all of Gamasutra's GDC coverage right here!  
by Staff [03.21.16]
Catch up on all of Gamasutra's coverage of last week's Game Developers Conference 2016 coverage on our special event page.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: How strands work and why you should use them  
by Gamasutra Community [03.21.16]
"The main benefit of using strands is to simplify your code, since handlers that go through a strand donít need explicit synchronization. A strand guarantees that no two handlers execute concurrently."
Console/PC, Programming