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July 25, 2016
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July 25, 2016
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Updates » Programming
An introduction to inventory-aware pathfinding 4
by Gamasutra Community [04.26.16]
"If something in your game is moving not in a straight line, then you are using some kind of pathfinding. What is less evident is that pathfinding is the only place in which 'searching' is generally accepted."
Console/PC, Programming

Let Chris Crawford teach you to program Atari's 8-bit computers 1
by Christian Nutt [04.25.16]
Back in the 1980s, Chris Crawford was at Atari, and he produced a series of how-to videos for enthusiasts of its 400 and 800 computers on how to program them -- and you can watch.
Console/PC, Programming, History, Video

Get a job: Be a Gameplay Programmer at Insomniac Games  
by Staff [04.25.16]
Ratchet & Clank studio Insomniac Games is hiring a gameplay programmer to work closely with its design and animation departments in Durham, North Carolina to build game systems and features.
Console/PC, Programming, Recruitment

How could an AI take down the world's best StarCraft players?  
by Chris Kerr [04.25.16]
“When the AI finds that the only way to win is to show strength, it will do that. If you want to call that bluffing, then the AI is capable of bluffing."
Console/PC, Programming

Creating perfectly pixelated (2D or 3D) games with Unity 6
by Gamasutra Community [04.22.16]
"Do you want to make a Unity game with retro graphics? This article is for you! It is separated into two parts: 2D and 3D games. I'll mention the techniques used in 64 Pixels of Cute and Forest At Night."
Console/PC, Smartphone/Tablet, Indie, Programming

Efficient implementation of dynamic resources in Direct3D 12  
by Gamasutra Community [04.22.16]
"Direct3D 12 has no notion of dynamic resources. It is the programmer's responsibility to allocate memory and synchronize access to it. This post describes one possible implementation of dynamic resources."
Console/PC, Programming

Video: AI devs offer advice on how to design great NPCs  
by Staff [04.21.16]
At the GDC 2014 AI Summit AI experts Rez Graham and Daniel Brewer shared case studies of how NPCs were designed and built for Electronic Arts' The Sims: Medieval and Digital Extremes' Warframe
Console/PC, Programming, Design, Video, Vault

Don't Miss: Unorthodox tips for improving your programming skills 47
by Gamasutra Community [04.21.16]
Sure, there are "plenty of good resources out there that teach the technical skills"; but this classic post concentrates on "the more personal lessons that you often only learn through experience."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Tackling 3 big challenges with bringing a high-powered 3D iOS game to Android  
by Gamasutra Community [04.21.16]
"We had to address challenges such as how to bring a AAA mobile game to lower-end Android devices and how to build best mobile performance tools and infrastructure."
Smartphone/Tablet, Programming

Tips to boost your game performance in Unity 5
by Gamasutra Community [04.21.16]
"Game performance is one of the most important aspects of game development (apart from reducing build size). While working on serious projects, the price of the code must be considered as well."
Console/PC, Smartphone/Tablet, Indie, Programming

Watch the making of PlayStation classic Die Hard Trilogy  
by Christian Nutt [04.20.16]
Very few documentaries were produced in the 32-bit era, but this 1990s throwback showcases the early stages of development for a game on the original PlayStation.
Console/PC, Programming, Design, Production, Video

Don't Miss: Robbie Bach reflects on Xbox 360's game dev legacy 7
by Alex Wawro [04.20.16]
Over 10 years after launching Xbox 360 and 5 years after walking away from the company, ex-Xbox chief Robbie Bach reflects on lessons learned and the ups and downs of launching Xbox Live Indie Games.
Console/PC, Programming, Design, Production, Business/Marketing

How to leverage custom shaders in your game  
by Gamasutra Community [04.20.16]
"How do you take your game to the next level of visual appeal and make it more engaging and delightful? Creating a custom shader could be extremely helpful here."
Indie, Programming, Art

15 of Gamasutra's best articles over the last quarter 4
by Kris Graft [04.20.16]
Hey readers! I realize that often some of Gamasutra's best blogs and articles get buried over the course of time, so I figure it's worthwhile to start highlighting some of our best recently-published articles.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Getting started creating editor extensions in Unity 1
by Gamasutra Community [04.19.16]
Want to customize the Unity engine? Here's a quick guide on how to get started, complete with sample code and specific things you can try.
Console/PC, Smartphone/Tablet, Indie, Programming

Video: A postmortem look at the making of Alphabear  
by Staff [04.18.16]
"We said fuck it, third time's the charm," said Spry Fox CEO David Edery at GDC 2016 in a frank postmortem about how the studio (eventually) found success with a word puzzle game featuring cute bears.
Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing, Video, Vault

Next-level 2D lighting 1
by Gamasutra Community [04.18.16]
"The progress of my research in interactive Global Illumination (GI) for two-dimensional (2D) games will be discussed, and one particular method will be explained namely, Signed Distance Fields (SDF)."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Dev makes VR more immersive by sticking Vive wand down pants 8
by Alex Wawro [04.18.16]
Developer Ryan Sullivan has prototyped a RIPMotion mechanic in Unity that allows HTC Vive owners to strap a controller to their waist and move through environments by jogging in place.
VR, Programming, Design, Video

Making your game stand out with Cortana on Windows 10 8
by Gamasutra Community [04.18.16]
"Cortana gives us the best personal assistant money can buy, but the system also offers a very extensive speech system that is available to us humble developers. Using the power of Cortana, we can bring the full power of speech to our games."
Console/PC, Indie, Programming

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [04.15.16]
As a new Doom game draws nigh, watch original designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing