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Updates » Programming
GDC Europe 2016 calls for Innovative Games Showcase submissions  
by GDC Staff [05.23.16]
GDC Europe 2016 organizers have opened call for submissions to the third annual European Innovative Games Showcase at the Cologne, Germany show this August.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Don't Miss: Our 30th anniversary retrospective of Gradius 12
by Kurt Kulata [05.20.16]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 31 years ago this month, and in this classic feature Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its life.
Console/PC, Programming, Design, Production

The Google Play store, and Android apps, coming to Chromebooks soon  
by Christian Nutt [05.19.16]
Today at Google I/O, the company announced that its popular computing platform will soon support Google Play -- letting a huge world of games onto the PCs.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing

Kojima Productions' first game to use third-party engine 2
by Chris Kerr [05.19.16]
Hideo Kojima has revealed that Kojima Productions' first project will be built using a third-party engine, explaining his recent, widely-tweeted, world tour has been something of a shopping trip.
Console/PC, Programming, Production

5 tips on making great DLC from Dying Light: The Following devs 1
by Techland staff [05.19.16]
The developers of the well-received expansion Dying Light: The Following share advice and lessons on the many different aspects of making great DLC.
Console/PC, Programming, Art, Design, Production, Business/Marketing, Video

John Romero to share coding lessons from id's early days at GDC Europe 2016 2
by Staff [05.18.16]
Game industry veteran John Romero will shine a light on the way things worked at id in the early days in his talk at GDC Europe in August about game coding principles learned making games like Doom.
Console/PC, Programming, GDC Europe

The quest for procedurally-generated adventures 5
by Gamasutra Community [05.18.16]
"I've been constantly improving it by adding new features and fixing level generation bugs. Which is probably the biggest downside of a level generator. The bigger the generator is, the more things could go wrong."
Indie, Programming

Behavior trees for missions and AI 4
by Gamasutra Community [05.18.16]
"Behavior trees are a hierarchical node structure where each game tick the tree is evaluated from the top to the bottom. The nodes control decision-making."
Indie, Programming

Dynamic lighting in a top-down, 2D game  
by Gamasutra Community [05.17.16]
"Lighting a 2D scene using stencils is a bit counter intuitive and can get complex quickly, but the advantage is that you can apply different shadow information to different sprites."
Console/PC, Indie, Programming, Art

Devs Answer: The weirdest ways you've managed game assets and builds? 3
by Bryant Francis [05.16.16]
Sometimes asset and pipeline management demands a bit of creativity to keep the team on track. A few Gamasutra readers weigh in with some clever methods from days of yore.
Console/PC, Indie, Programming

Video: Enabling hands in virtual reality  
by Staff [05.16.16]
This 2016 VRDC talk from Gleechi's Jakob Johansson and Kai Hbner draws on 8 years of robotics experience to explain problems related to generating natural hand motion and interaction.
VR, Programming, Design, Video

See where game graphics tech could go in this 2016 SIGGRAPH preview  
by Alex Wawro [05.16.16]
The annual SIGGRAPH computer graphics conference is nigh, and that means conference organizers have released a video preview of some of the technical papers that will be presented at SIGGRAPH 2016.
VR, Console/PC, Smartphone/Tablet, Programming, Art, Production, Video

Old school Sega documentary explores life as a video game tester in 1996 3
by Chris Kerr [05.16.16]
Ever wondered what life was like for a Sega game tester in the 1990s? Thanks to the unearthing of a new training documentary, you can now see for yourself.
Console/PC, Programming, Production, Video

Ratchet & Clank (2016) postmortem 3
by Shaun McCabe & Chad Dezern [05.16.16]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Programming, Art, Design, Production, Video

Unity Native Plugins: A wrapper, for a wrapper, for a wrapper 1
by Gamasutra Community [05.16.16]
"That’s five layers of wrappers! It is my hope that this helps illuminate the process of creating an asset using native libraries. Is it worth it?"
Console/PC, Smartphone/Tablet, Indie, Programming

Implementing a minimap in Unity 2
by Gamasutra Community [05.13.16]
"What it takes to implement a minimap for a Unity game? You most probably would be surprised but it's easier than you think, and it does not even require any programming skills!"
Console/PC, Smartphone/Tablet, Programming

Don't miss: How Id Software created Doom and defined a genre 8
by Chris Kerr [05.13.16]
With Id Software getting ready to send us back to hell, revisit this classic feature to find out how the studio created the original, genre-defining shooter.
Console/PC, Programming, Design, Production

Crytek opening six more virtual reality labs through VR First  
by Chris Kerr [05.13.16]
Six more Universities have joined Crytek's VR First education program, which helps student devs get to grips with virtual reality hardware and software through the creation of specialised, on-campus VR Labs.
VR, Programming, Production

Surrendering control without letting go: Procedural character movement 3
by Phill Cameron [05.13.16]
Developers of Grow Home, Mushroom 11, and Prune, explain how using procedural character movement can create a more organic and responsive feel--if you're willing to cede a bit of control.
Console/PC, Indie, Programming, Design, Video

Understanding procedural generation: What's 'determinism'?  
by Gamasutra Community [05.12.16]
"In this post we’ll talk about a classification system on the possible deterministic aspects of ProcGen, which makes sense especially for run-time generation (load and real-time)."
Console/PC, Indie, Programming, Design