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September 28, 2016
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September 28, 2016
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Updates » Programming
Get a job: Psyonix is hiring a UI Programmer  
by Staff [08.02.16]
Psyonix, that independent studio responsible for Rocket League, is looking for an experienced UI programmer to join the team working out of its offices in San Diego, California.
Console/PC, Programming, Recruitment

Abzu and the challenge of conveying emotions through game design 1
by Alex Wawro [08.02.16]
As Giant Squid releases Abzu, lead engineer Brian Balamut chats with Gamasutra about the practical challenges (and personal upsides) of making a chill nonviolent underwater exploration game.
Indie, Programming, Design

Get a job: Petroglyph Games seeks an experienced Unity Engineer  
by Staff [08.01.16]
Las Vegas-based Petroglyph Games (Grey Goo, 8-Bit Armies) seeks a senior level Unity wiz to work alongside the team in developing new systems for the studio's upcoming virtual reality game.
VR, Programming, Design, Recruitment

Don't Miss: 10 seminal game postmortems every developer should read 3
by Alex Wawro [08.01.16]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The 2017 Independent Games Festival opens calls for submissions  
by Staff [08.01.16]
Submissions are now officially open for the 2017 Independent Games Festival, the signature competition for indie games, to be held for its 18th year during GDC 2017 in San Francisco next March.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

Blog: Unprecedented raw footage of the Japanese games industry 5
by Gamasutra Community [07.29.16]
A collection of videos from John Szczepaniak's recent documentary that shine a light on the forgotten history of Japanese game development.
Programming, Production

Eugene Jarvis and Larry DeMar reflect on their work at Robotron: 2084 dev Vid Kidz  
by Alex Wawro [07.28.16]
A fan at California Extreme captured video of veteran arcade game devs (and Defender co-creators) Eugene Jarvis and Larry DeMar delivering a postmortem of their work at Robotron: 2084 dev Vid Kidz.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video

At GDC Europe you'll see how The Witcher's living world was built  
by Staff [07.27.16]
At GDC Europe CD Projekt Red's Matthew Steinke will walk you through how the studio designed and developed The Witcher 3: Wild Hunt's remarkable open world.
Console/PC, Programming, Design, GDC Europe

Devs band together for Help: The Game to raise cash for War Child 2
by Chris Kerr [07.27.16]
A group of 11 developers, including Team 17, Rovio, and Bossa, and Creative Assembley, have released Help: The Game to raise money for War Child. 
Console/PC, Programming

Epic launches public bug tracker for Unreal Engine 2
by Chris Kerr [07.27.16]
"No longer will you have to wait, wonder or ask about the status of an issue whenever one of our support staff or engineers reference a JIRA ticket number on the forums or Answerhub."
Console/PC, Programming

Rad adds newer, faster game data compressors to its Oodle offerings  
by Alex Wawro [07.26.16]
Fun names alert: RAD Game Tools has updated its Oodle library of data compression tools for game developers with two new compressors, Selkie and Mermaid, that are faster than Oodle's extant Kraken.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Production

Don't Miss: Drugs, randomness, and moral grey areas in We Happy Few 6
by Joel Couture [07.26.16]
Now that the game is out on Early Access, take a moment to read our chat with Compulsion Games' creative director Guillaume Provost about We Happy Few's intriguing design and development.
Indie, Programming, Design, Production

Optimizing the Unreal Engine 4 renderer for The Vanishing of Ethan Carter VR 6
by Gamasutra Community [07.26.16]
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR performance targets.
VR, Programming, Design

Don't Miss: Games from the trash -- A history of the TRS-80 28
by Dale Dobson [07.25.16]
In this timeless retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else -- except for the game developers who learned on it, or are inspired by it.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Unity 5 and WebGL porting guide 3
by Gamasutra Community [07.22.16]
There are a few things to know before making your Unity game work with WebGL. Game developer Leandro Gonzalez explains.
Programming

GDC 2017 announces call for submissions  
by Staff [07.21.16]
Heads up game devs: GDC 2017 officials have opened the annual Call for Papers for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: Particle City is hiring a Game Engineer  
by Staff [07.20.16]
If you've got a few years of game programming experience and a shipped title under your belt, mobile game studio Particle City might like to hire you to work in Orlando on the Titanfall mobile game.
Smartphone/Tablet, Programming, Recruitment

Get a job: Be a Gameplay Programmer at Industrial Light & Magic 2
by Staff [07.18.16]
Industrial Light & Magic (ILM), Lucasfilm's VFX/animation studio, wants to hire a gameplay programmer with Unreal Engine experience to write game code alongside the team at its San Francisco, CA office.
Console/PC, Programming, Recruitment

Come to GDC Europe and see how Remedy coded Quantum Break with D  
by Staff [07.15.16]
At GDC Europe Remedy Entertainment's Ethan Watson will reveal how the studio built its hit 2016 action game Quantum Break using the D programming language.
Console/PC, Programming, GDC Europe

Video: How Remedy rewrote its engine tech to make Alan Wake  
by Staff [07.14.16]
In this 2011 GDC talk, Remedy's Markus Maki and Olli Tervo break down the technical challenges of building Alan Wake and offer lessons for programmers working on game engines for large titles.
Console/PC, Programming, Production, Video, Vault