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March 28, 2015
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March 28, 2015
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Updates » Programming
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

Get a job: Hangar 13 seeks a Graphics and Rendering Engineer  
by Staff [01.29.15]
2K Games' newest studio, the Novato-based Hangar 13, is hiring a seasoned graphics programmer to work on researching, developing and debugging graphics tech in its Novato, CA offices.
Console/PC, Programming, Recruitment

Road to the IGF: Justin Smith's Desert Golfing Exclusive  
by Leigh Alexander [01.29.15]
Continuing our Road to the IGF series of interviews with nominees, we speak to Desert Golfing creator Justin Smith about his Nuovo Award-nominated surprise hit, an infinite and improbable existential cruise.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, IGF

Game jams, and the difference between hacking and engineering 7
by Gamasutra Community [01.28.15]
Lessons learned when coding late at night on a tight deadline: "The issue of hackers vs. engineers is often framed as a question of identities, as a clash of cultures. I don't think that's healthy."
Console/PC, Indie, Programming

A diary of compromises: The process of making Girl's Flu for Global Game Jam  
by Gamasutra Community [01.28.15]
One Global Game Jam participant looks back at the process involved in creating Girl's Flu, a 2D adventure game.
Indie, Programming, Design, Production

Road to the IGF: Drool's Thumper  
by Phill Cameron [01.28.15]
Marc Flury and Brian Gibson of Drool detail how they made the powerful audio of their IGF nominated game, Thumper.
Console/PC, Indie, Programming, Audio, Design

Perforce integrates P4D with Unity thanks to new open-source tool  
by Christian Nutt [01.27.15]
The popular version control package is now on the Unity store with a new, free, open-source integration tool.
Console/PC, Smartphone/Tablet, Indie, Programming

Considering renderer back-end architecture 5
by Gamasutra Community [01.27.15]
Rendering is "a very simple process at the very core," writes Timo Heinapurola. "The more complicated part is implementing the different effects and visibility algorithms that drive the back-end rendering process."
Console/PC, Programming

Unity error fix: Timestamps and assets maps out of sync 18
by Gamasutra Community [01.26.15]
One developer encounters a devastating Unity error: "My work of about three weeks was gone. I couldn’t see anything, I couldn’t do anything at all." Here's how to work around it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Get a job: Be a Mobile Game Engineer for Sega Networks  
by Staff [01.23.15]
Sega Networks' Three Rings studio is looking for developers with strong backgrounds in mobile and server-side engineering to work on new mobile and live operations games in San Francisco, CA.
Smartphone/Tablet, Programming, Recruitment

Don't Miss: How to get started in game programming, from Super Meat Boy's coder 42
by Tommy Refenes [01.23.15]
Taking your first steps toward your dream game is an overwhelming feeling. In this classic blog, Super Meat Boy programmer Tommy Refenes offers practical tips for aspiring (and veteran) developers.
Console/PC, Indie, Programming

The rough road of taking HyperBowl from arcade attraction to mobile game  
by Gamasutra Community [01.23.15]
A 2001 arcade attraction game becomes a modern mobile title -- a fascinating story that includes crashed PCs, difficult data exports, and a move to Unity.
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

Removing the bottleneck: Programming a dynamic event system 5
by Gamasutra Community [01.23.15]
"By breaking the game into simple event sequences, we're able to build a robust system that allows anyone on the team to use a drag and drop UI to implement a vast array of content instead of requesting coding time."
Console/PC, Indie, Programming, Design

Blog: Don't lose work - An auto-save solution for Unity 3
by Gamasutra Community [01.22.15]
"What can you do when a team member suffers a recurring Unity editor crash, losing all level design work? My answer was to write a small and helpful editor extension -- auto-save!"
Console/PC, Smartphone/Tablet, Indie, Serious, Programming

Don't Miss: 20 fun facts about hex grids 23
by Gamasutra Community [01.22.15]
One game developer shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design

Goodbye video games, hello board games: An interview with Vic Davis 2
by Phill Cameron [01.22.15]
Following Vic Davis' recently announced departure from making digital games, we catch up with him to talk about what lead to the decision, as well as looking back on over seven years of development.
Console/PC, Indie, Programming, Design, Business/Marketing

Get a job: Be a Data Systems Engineer for Cloud Imperium Games  
by Staff [01.21.15]
The studio currently at work developing Chris Roberts' crowdfunded Star Citizen is hiring an engineer to work on a variety of data-wrangling tasks alongside the team in its Austin, Texas office.
Console/PC, Programming, Recruitment

Brian Moriarty explains Loom in GDC 2015 Classic Game Postmortem 1
by Staff [01.21.15]
Brian Moriarty, author of influential Infocom games like Trinity and Beyond Zork, will be delivering a Classic Game Postmortem on the groundbreaking 1990 graphic adventure game Loom at GDC 2015.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: Harmonix is hiring a Gameplay Engineer  
by Staff [01.20.15]
The folks behind Fantasia: Music Evolved and A City Sleeps are looking for a software engineer to invent, prototype and code novel gameplay mechanics in Harmonix's Cambridge, MA studio.
Console/PC, Programming, Recruitment