Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 30, 2015
arrowPress Releases
June 30, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Programming
Tengami: The art of a folding world 5
by Gamasutra Community [05.04.15]
Tengami is a game built "within the constraints of an authentically folding pop-up book" -- and here's how the team did it -- both the learning process and a detailed workflow.
Console/PC, Smartphone/Tablet, Indie, Programming, Art

See Square Enix's DirectX 12-powered Final Fantasy graphics in a new video 6
by Christian Nutt [05.01.15]
It's become a game industry tradition that the Final Fantasy developer shows off its latest and greatest realtime facial animation as tech demos, and this one's a doozy.
Console/PC, Programming, Art, Video

Get a job: Temple Run's Imangi Studios seeks a Senior Game Developer  
by Staff [05.01.15]
Imangi Studios, creators of the massively popular Temple Run franchise, seek a multidisciplinary "Senior Game Developer" who is optimally proficient in Unity, too.
Smartphone/Tablet, Programming, Art, Design, Recruitment

Hands-on: Looking at AR game dev through Microsoft's HoloLens 9
by Alex Wawro [05.01.15]
Microsoft brought a few crates of HoloLens prototypes to its developer conference in San Francisco this week, so Gamasutra spent an afternoon tinkering with the upcoming augmented reality headset.
Console/PC, Programming

Update faster and improve player retention with server scripts 7
by Gamasutra Community [05.01.15]
An alternative to the 7-day wait you need to go through for app updates on the App Store (or even the day Google takes) -- how to modify game code stored on your server to tune your mobile game.
Smartphone/Tablet, Programming, Design

Programming pathfinding in 2D platformers 6
by Gamasutra Community [04.30.15]
"When I was thinking about the enemies behavior of the game project I’m working on, I just typed in my design document 'follow the player.' And these 3 words almost drove me crazy!"
Console/PC, Indie, Programming

Unreal now supports SteamVR 2
by Alex Wawro [04.30.15]
Epic Games announced it will ship support for Valve's upcoming SteamVR platform with next week's Unreal Engine 4.8 preview.
Console/PC, Programming

Fast pre-pixel lit volumetric fog without depth pre-pass 3
by Gamasutra Community [04.30.15]
How to do great looking fog, and more: "The approach we used in Zombie Hunter, Inc. utilizes a neat way to blend depths which might be useful outside of this context."
Indie, Programming

Video: How Naughty Dog modified its engine for The Last Of Us Remastered  
by Staff [04.29.15]
At GDC 2015, Naughty Dog programmer Christian Gyrling explains how the studio redesigned its engine so The Last Of Us Remastered would run at 60 frames per second on PlayStation 4.
Console/PC, Programming, Video, Vault

Where is your mod, now?: How Valve's paid mod program imploded in four days 47
by Bryant Francis [04.29.15]
Valve Software wanted to see amateur modders get paid for their work. But diving headfirst into the tight-knit modding community meant more than ironing out legal and financial issues.
Console/PC, Programming, Design, Business/Marketing

Realtime deformable worlds: Why tetrahedra rule, voxels drool 3
by Gamasutra Community [04.28.15]
"The only regret I have is that I didn't know all this three years ago. It took a long time to look at approaches and figure out what the game needs."
Console/PC, Indie, Programming, Art

Video: Brian Moriarty's classic postmortem of Loom  
by Staff [04.27.15]
At GDC 2015 Loom creator Brian Moriarty delivered a Classic Game Postmortem on the game's intriguing development, its unique innovations and its lasting impact on the industry.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Get a job: Twisted Pixel seeks an experienced Systems Engineer  
by Staff [04.27.15]
'Splosion Man creator Twisted Pixel Games is aiming to bring on a senior (or at least mid-level) engineer to work on developing game dev tools and systems at its studio in Austin, Texas.
Console/PC, Indie, Programming, Recruitment

The Unity task system: An AI controller 2
by Gamasutra Community [04.23.15]
"I am going to share the system I use to control the AI of the characters in my current game. Once you grok the idea you can much more easily tweak it to your needs."
Console/PC, Smartphone/Tablet, Indie, Programming

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Video: Howard Scott Warshaw's classic postmortem of Yars' Revenge  
by Staff [04.22.15]
Game industry veteran Howard Scott Warshaw explains how he created the seminal Atari 2600 game Yars' Revenge and other important Atari titles -- including E.T. -- in this GDC 2015 talk.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

How I optimized my HTML5 game from the start of development 1
by Gamasutra Community [04.22.15]
"I wanted the game to be playable on mobile, but making a game with so many enemies, large maps and full of effects was hardly compatible with current mobile devices, unless it was optimized from the start."
Smartphone/Tablet, Indie, Programming

Fixing Unity's tendency for object coupling: The MessageBus 18
by Gamasutra Community [04.22.15]
"Unity forces coupling straight from their first tutorial. That’s absurd. In order to solve this, we’ve created a Messaging system that allows objects to broadcast messages when events happen."
Console/PC, Smartphone/Tablet, Indie, Programming

Blog: Shader cross compilation and Savvy, the smart shader cross compiler  
by Gamasutra Community [04.21.15]
"We either write every single shader program twice or find a way to convert from one language to the other. This is easier said than done." Here's a solution.
Console/PC, Indie, Programming

How to simulate a CRT, for indie games that really look retro 18
by Gamasutra Community [04.21.15]
Retro games were never as clear and clean as you'd think from playing today's modern indie games. This step-by-step how-to explains the whys and hows of making neo-retro look retro.
Console/PC, Indie, Programming, Art