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March 27, 2015
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March 27, 2015
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Updates » Programming
Road to the IGF: Game Oven's Bounden Exclusive  
by Leigh Alexander [02.11.15]
Though Game Oven is no more, its unique, physical dance game Bounden is up for the Nuovo category at this year's IGF -- we catch up with Adrian de Jongh as part of our ongoing interview series.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, IGF

See John Carmack discuss the dawn of mobile VR development at GDC  
by Staff [02.11.15]
John Carmack, CTO of Oculus VR and co-founder of id Software, will be speaking about "The Dawn of Mobile VR" for at least an hour and a half (and probably longer) at GDC 2015.
Smartphone/Tablet, Programming, GDC

Make time to attend the standout #1ReasonToBe panel at GDC 2015  
by Staff [02.11.15]
GDC 2015 officials welcome the return of one of the conference’s most popular sessions: the #1ReasonToBe panel, a rapid, fun microtalk-style celebration and exploration of what it means to be a woman in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Game Design Deep Dive: The save system of Alien: Isolation Exclusive 11
by Gary Napper [02.11.15]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production, Exclusive, Deep Dive

Road to the IGF: Tender Claws' PRY Exclusive  
by Leigh Alexander [02.10.15]
Fans of interactive fiction have lots to be excited about with this year's IGF. We catch up with Tender Claws, creators of Excellence in Narrative nominee PRY, a storytelling game with a unique interface.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, IGF

Get a job: Apple seeks a Game Technologies Engineer  
by Staff [02.10.15]
Are you an experienced game dev engineer? Build on your knowledge of game tech to develop and maintain frameworks for content creation, rendering and game logic at Apple's Cupertino, CA offices.
Smartphone/Tablet, Programming, Recruitment

Why having 'something to lose' helps you create better games Exclusive 16
by Leigh Alexander [02.10.15]
At a recent festival in Belgium, Adriaan de Jongh talked about the recent closure of his studio -- and how a stable, comfortable environment for dev teams may actually inhibit risky, experimental work.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Exclusive

Road to the IGF: Simogo's The Sailor's Dream Exclusive  
by Leigh Alexander [02.10.15]
It's Simogo's fourth year in the IGF awards, and this time we talk to the company's Simon Flesser about lonesome maritime mystery -- and Excellence in Audio nominee -- The Sailor's Dream.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Exclusive, IGF

Call for blogs: Nordic Game Jam participants, let's hear from you!  
by Christian Nutt [02.09.15]
Another successful game jam means another opportunity to write about your experiences and share them with your peers -- and hopefully enrich the jamming culture and their skillsets with your expertise.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Get a job: Twisted Pixel seeks to hire a Senior Engineer  
by Staff [02.09.15]
'Splosion Man creator Twisted Pixel Games is looking to hire someone comfortable with C/C++ to work on developing graphics, systems and tools functionality in its Austin, TX studio.
Console/PC, Programming, Recruitment

Lessons from learning Git during Global Game Jam  
by Gamasutra Community [02.06.15]
A whirlwind tour of Git boiled down into useful lessons. "And through this trial by fire of learning the lessons, I feel comfortable enough to start using Git as a source control for my future projects."
Console/PC, Indie, Programming, Production

Get a job: Hangar 13 games is hiring a Graphics & Rendering Engineer  
by Staff [02.05.15]
New 2K Games studio Hangar 13 seeks a "seasoned graphics programmer" that hopes "to push the boundaries of cutting edge 3D graphics" on its new, triple-A console project.
Console/PC, Programming

Unity set-up for 'pixel perfect' 2D games 8
by Gamasutra Community [02.05.15]
A very quick tutorial on getting your Unity project set up so that it has the right view for creating traditional 2D, side-view games (such as platformers).
Console/PC, Smartphone/Tablet, Indie, Programming

Virtual mess: Destructors in C++ 24
by Gamasutra Community [02.05.15]
"This is why I think that the virtual destructor is a concept that never stood the test of time and not only exposes bad design of one of the core language features, but also introduces a lot of problems."
Console/PC, Smartphone/Tablet, Indie, Programming

Coding the Sheeple: AI in a realtime physics world 1
by Gamasutra Community [02.04.15]
"It's harder to do AI when you're in a realtime physics world, where all sorts of things can happen at any time. Wait between actions, pause... instead of just doing everything immediately."
Console/PC, Indie, Programming

Valve debuts the next generation of OpenGL at GDC 2015 1
by Staff [02.04.15]
At GDC 2015, top engineers from Valve, Epic, Unity, Oxide, and Electronic Arts will unveil and explain Khronos' glNext initiative -- the successor to OpenGL.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, GDC

Road to the IGF: Nina Freeman's how do you Do It? Exclusive  
by Phill Cameron [02.03.15]
We talk to the team behind how do you Do It?, a game that tackles the perspective of a young girl determined to figure out exactly what sex is.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive, IGF

Get a job: Gameloft is looking to hire Online Programmers  
by Staff [02.02.15]
The folks at Gameloft are looking for multiple programmers to serve as network engineers alongside the game development teams at the company's Seattle, WA offices.
Social/Online, Smartphone/Tablet, Programming, Recruitment

Don't Miss: The making of Elite 5
by Staff [01.30.15]
Elite co-creator David Braben shares the motivation behind and genesis of the genre-defining space flight sim, which stood against industry demands for another arcade-patterned game.
Console/PC, Programming, Design, Production

Lessons learned from localizing our game in 10 languages 2
by Gamasutra Community [01.30.15]
"It was so painful and tedious and boring which obviously led to mistakes and led to more time spent in QA. We could have made it more interesting, quicker and less of manual work if we knew some tricks."
Smartphone/Tablet, Indie, Programming, Business/Marketing