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April 17, 2014
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April 17, 2014
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Updates » Programming
Blog: What I learned while doing my one game per week challenge 7
by Gamasutra Community [02.26.14]
Tips "that should be useful to anyone interested in making games" -- "I now have 8 finished games on my website, and I plan to keep going because itís a super interesting project."
Indie, Programming, Design, Production

Recreating Unity Pro features in the free version of Unity 20
by Gamasutra Community [02.25.14]
You can still create a feature-rich, polished game with the free version of Unity, if you keep your expectations reasonable and your design document conservative.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Road to the IGF: Matt Thorson's Towerfall: Ascension Exclusive  
by Leigh Alexander [02.24.14]
As part of our ongoing Road to the IGF series of interviews with finalists, we chat with designer Matt Thorson about Towerfall: Ascension's intimate, nostalgic local multiplayer experience.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

New GDC 2014 talks feature Grand Theft Auto V, rain, and more  
by GDC Staff [02.24.14]
GDC organizers highlight a fresh batch of hot talks, including a session about the audio design of Grand Theft Auto V, a guide to helping designers and engineers work better together, and more.
Console/PC, Programming, Audio, Design, Production, GDC

Creating 2D background art for a hidden object game 7
by Gamasutra Community [02.24.14]
An in-depth breakdown of the art and design of the Facebook hidden object game, Jane Austen Unbound!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Production

Double Fine's ex-tech director launches new tool for Unity Exclusive 3
by Kris Graft [02.21.14]
Nathan Martz spent eight-and-a-half years working at Double Fine and co-created the studio's Buddha engine. Now he's released tools to help people make better video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Production, Exclusive

Character movement in Unity, in Lovers in a Dangerous Spacetime 12
by Gamasutra Community [02.21.14]
How indie developer Asteroid Base manages to move characters across arbitrary 2.5D geometry in Unity, in its IGF 2013 finalist game Lovers in a Dangerous Spacetime.
Indie, Programming, Design

Get a job: Sucker Punch is hiring a Gameplay Programmer 1
by Staff [02.20.14]
InFamous: Second Son developer Sucker Punch is looking to hire a gameplay programmer to work alongside the team in the studio's Bellevue, WA office.
Console/PC, Programming, Recruitment

GDC 2014 features developer days from Unity, Google, Tencent and Amazon  
by GDC Staff [02.20.14]
GDC 2014 organizers are highlighting more day-long sponsored developer days for the March conference, covering Google hardware, Unity Technologies, Amazon's AppStream, and more.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Production, Business/Marketing, GDC

The poor man's gameplay analytics 2
by Gamasutra Community [02.20.14]
"You don't want to write boring analytics code. So you either call up some friends, hire playtesters, integrate some third party SDK, or just do without. WRONG. You roll your own solution."
Console/PC, Indie, Programming, Design

Introduction to Unity Android performance optimization 9
by Gamasutra Community [02.20.14]
Performance-enhancing tricks -- with code samples -- for novice mobile developers getting their Android games off the ground in Unity.
Smartphone/Tablet, Indie, Programming

Eliss Infinity came out of a one-man, at-home 'game jam' Exclusive 2
by Kris Ligman [02.19.14]
Recently released for iOS, Eliss Infinity is an updated edition of one of the first breakout hits from Apple's App Store. Developer Steph Thirion shares why he came back to the game.
Smartphone/Tablet, Indie, Programming, Design, Exclusive, Video

Irrational Games, journalism, and airing dirty laundry Exclusive 88
by Leigh Alexander [02.19.14]
Gamasutra's Leigh Alexander looks back a few years to put the impending closure of Irrational Games into better context, from a game industry and journalism vantage point.
Console/PC, Programming, Art, Design, Production, Business/Marketing, Exclusive

GDC 2014 Summit microtalks feature big ideas in bite-sized chunks  
by GDC Staff [02.18.14]
GDC organizers highlight a few popular Summit microtalks for the upcoming March conference. These rapid-fire roundtable presentations feature luminaries in game education, localization, F2P design and the indie scene.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, GDC

GDC State of the Industry: PS4 leads console interest, self-funding reigns  
by GDC Staff [02.18.14]
A new Game Developers Conference survey shows developers have a preference for PlayStation 4 development when it comes to consoles, and a changing relationship with game publishers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Coding platforming that feels right 10
by Gamasutra Community [02.18.14]
"In my opinion, controls are the very thing that can make or break a game, the base and foundation of every digital interactive experience and really special care should be accorded to this aspect."
Console/PC, Indie, Programming, Design

With new perspective on life and games, Cliff Bleszinski plots next move 19
by Leigh Alexander [02.18.14]
"You spend those first 18 years struggling to grow up, and then the next 18 years struggling to get back." Leigh Alexander talks to a man who wants to be known for more than chainsaw-equipped assault rifles.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Illustrators: Four things your indie coder wants you to know about game art 6
by Gamasutra Community [02.14.14]
A primer for artists -- addressing "the difficulties that visual creatives have when theyíre forced to operate in the weird and wondrous framework of a programmerís code base."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art

Blog: Passive and aggressive anti-piracy for Android 10
by Gamasutra Community [02.12.14]
"Here is an easily hidden technique I call 'scuttling' that works for Android apps deployed to Google and Amazon. Scuttling is front-end piracy detection by the app."
Smartphone/Tablet, Programming

Blog: Understanding ForceMode physics in Unity  
by Gamasutra Community [02.12.14]
A quick, informative programming post about implementing object physics in Unity: "Forces can be added using one of four different 'modes'. The names of these modes aren't very enlightening."
Console/PC, Smartphone/Tablet, Indie, Programming