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May 27, 2015
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Updates » Programming
Unity creates educational resources, makes engine free to teachers  
by Christian Nutt [03.23.15]
Unity 5 can head to high schools complete with a curricular framework for teaching the engine, and standards aimed at integrating with school curricula.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Student/Education

Don't Miss: Why the Super Metroid hackers are still going strong 15
by Victoria Earl [03.23.15]
A strong community can mean the difference between success and mediocrity, even for a well-made game. In this classic feature, Victoria Earl explores the modern-day Super Metroid hacking community.
Console/PC, Programming

Postmortem: Petroglyph's Grey Goo - getting back to the roots of RTS 5
by Ted Morris [03.23.15]
Grey Goo executive producer Ted Morris recounts Petroglyp's experiences, both positive and negative, as they sought to make a classic RTS game for the modern marketplace.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Cliff Bleszinski's game developer flashcards 89
by Cliff Beszinski [03.20.15]
Boss Key founder and Jazz Jackrabbit creator Cliff Bleszinski cheekily codifies game developer behavior into a series of common profiles in this classic Gamasutra feature.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production

Blog: MonoGame steps away from XNA for good 12
by Gamasutra Community [03.20.15]
"This is an epic milestone as MonoGame finally realizes its dream of journeying beyond the realms of what XNA had to offer and is building capabilities that never existed before in XNA."
Console/PC, Smartphone/Tablet, Indie, Programming

Get a job: Vicious Cycle seeks a Tools/Engine Programmer  
by Staff [03.18.15]
The studio responsible for Robotech: Battlecry is looking to bring on an experienced programmer to develop tools and engine tech alongside the team in its Morrisville, North Carolina office.
Console/PC, Programming, Recruitment

Don't Miss: Game developer flashcards from Gamasutra readers 8
by Gamasutra Community [03.18.15]
Developers from across Gamasutra's community contributed to this timeless, quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Starting From Scratch: Haemimont Games' Tropico 5 postmortem 2
by Boian Spasov [03.17.15]
Tropico 5 lead designer Boian Spasov runs down what went right -- and what went wrong -- during development of a fresh installment in a long-running city-builder/political sim game.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Shield Break Studios seeks a Software Engineer  
by Staff [03.16.15]
A handful of AAA veterans have launched the Costa Mesa-based indie venture Shield Break Studios, and they're looking for an engineer skilled in C++ to help with Bierzerkers server development.
Indie, Programming, Recruitment

Video: Zach Barth's SpaceChem postmortem  
by Staff [03.16.15]
Speaking at GDC 2013, developer Zach Barth digs into the differences between SpaceChem and other puzzle games, sharing sales data and advice on how to make your own design-based puzzle games.
Console/PC, Programming, Design, Production, Video, Vault

An introduction to Twine, for game developers 14
by Gamasutra Community [03.16.15]
Insomniac Games designer Liz England tackles the question "What is Twine?" from the perspective of the curious but under-informed game developer, with a look the tool and games, too.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing

10 seminal game postmortems every developer should read Exclusive 3
by Alex Wawro [03.13.15]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

Don't Miss: Valve's design process for creating Half-Life 12
by Ken Birdwell [03.13.15]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

Get a job: Harmonix is hiring an Animation Engineer 1
by Staff [03.11.15]
The folks behind Fantasia: Music Evolved and Rock Band are looking for an engineer to manage artist-facing tools and engine-level animation code at Harmonix's Cambridge, MA studio.
Console/PC, Programming, Art, Recruitment

Don't Miss: Unorthodox tips for improving your programming skills 36
by Gamasutra Community [03.10.15]
There are "plenty of good resources out there that teach the technical skills"; this post concentrates on "the more personal lessons that you often only learn through experience or trial and error."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

One Life Left vs. Gamasutra GDC Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, GDC

CryEngine sticking to $9.90 subscription, working hard to improve 5
by Christian Nutt [03.05.15]
Gamasutra speaks to Crytek's director of production, David Bowman, about the company's efforts in the last year to broaden its user-base, improve tools and capabilities, and speak to its community.
Console/PC, Programming, Business/Marketing, GDC

Git for Unity developers 14
by Gamasutra Community [03.05.15]
"I tried to keep the tutorial as pragmatic as possible, covering the most common usage of Git. See the links throughout the article for some deep dives into different aspects of Git."
Console/PC, Smartphone/Tablet, Indie, Programming

Dynamic 2D character lighting in Unity 4
by Gamasutra Community [03.05.15]
"All in all we’re currently having 3D spot and point lights for ambient lighting, 2D volumetric lights for backlight refractions and 3D point lights for dynamic backlight effects in our scene."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Programming blog: Vector hosted lists 1
by Gamasutra Community [03.05.15]
"Hosting a list in a vector ain't rocket science, but I think it's a good technique to have in mind when designing data structures generally, and it's definitely a worthwhile topic."
Console/PC, Programming