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February 12, 2016
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Updates » Programming
Creating a checkpoint system in Unity 2
by Gamasutra Community [11.25.15]
"In this tutorial we will create a system of checkpoints that can be applied at any level of our game quickly and easily."
Console/PC, Indie, Programming

Classic Postmortem: Myth: The Fallen Lords GDMag Exclusive  
by Jason Regier [11.25.15]
Bungie's Myth: The Fallen Lords was published 18 years ago today. Check out this in-depth postmortem of the real-time tactics title from Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Get a job: Google is looking for a mobile and VR Graphics Engineer  
by Staff [11.24.15]
Google is looking for a graphics engineer to work on "high quality, interactive, animated short stories" delivered via its Google Spotlight Stories platform to smartphones and VR devices from Cardboard to Rift.
VR, Smartphone/Tablet, Programming, Recruitment

Get inside the minds of Tom Clancy's The Division NPCs at GDC 2016  
by Staff [11.24.15]
GDC officials highlight a fresh pair of great GDC 2016 talks from the designers of Tom Clancy's The Division and a potent advocate for accessibility in game design.
Console/PC, Smartphone/Tablet, Programming, Design, GDC

Baked soft shadows in Unity 5  
by Gamasutra Community [11.23.15]
"To make your scenes look more believable it's worth considering what soft shadows can do for you... I will demonstrate some comparison cases to better understand how baked soft shadows work and can be set up."
Console/PC, Smartphone/Tablet, Indie, Programming

Classic Postmortem: Star Wars Starfighter GDMag Exclusive  
by Chris Corry [11.23.15]
LucasArts' action-heavy space sim was released fourteen years ago. Here's an in-depth postmortem by the developers of the game that first appeared in Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Writing a game engine from scratch: Data and cache 3
by Gamasutra Community [11.23.15]
"In order to work with data, we chose a Top-down approach, going from overall Engine Architecture right down into Memory Management. But we still haven't talked about the actual data we will manage. We will do this here."
Console/PC, Indie, Programming

Get a job: Toys for Bob is hiring a Tools Engineer  
by Staff [11.20.15]
Activision-owned Toys for Bob is looking for someone (maybe someone like you!) to code and maintain internal software applications used by the Novato, CA-based Skylanders developer.
Console/PC, Programming, Recruitment

Baby steps to an artificial intelligence 7
by Gamasutra Community [11.20.15]
"In no way is the AI in Toto Temple Deluxe perfect, but it can put up an interesting fight without being too previsible, and that was the goal."
Console/PC, Indie, Programming

Classic Postmortem: Uncharted: Drake's Fortune GDMag Exclusive 6
by Richard Lemarchand & Neil Druckmann [11.19.15]
Half-tucked hero Nathan Drake made his debut eight years ago today. Here's Naughty Dog's detailed postmortem that first ran in Game Developer magazine.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

How I reduced the .apk size of my Android game by 88% 8
by Gamasutra Community [11.19.15]
"Most advices are about packing your code using compressor/obfuscator programs. But the gains are really negligible. Then one thing caught my eye: using JPEG for textures."
Smartphone/Tablet, Programming, Art

Steal that look: Skylanders dev shares rendering tips at GDC 2016  
by Staff [11.19.15]
As GDC 2016 draws nigh organizers announce two new graphics talks: one on mixed resolution rendering in Skylanders, the other on how to best use a super-limited color palette (think: black, white and red.)
Console/PC, Indie, Programming, Art, Production, GDC

Video blog: Writing shaders in Unity - You can do it! 1
by Gamasutra Community [11.19.15]
"Once you can write your own shaders, you are no longer bounded by what your game engine provides you. However, most developers also find shaders to be scary."
Console/PC, Smartphone/Tablet, Indie, Programming

Video: Creating the over-the-top enemies & AI of Sunset Overdrive  
by Staff [11.18.15]
At GDC 2015, Insomniac Games' Adam Noonchester deconstructs the enemy AI design of Sunset Overdrive and the two scrapped cities that Insomniac built before arriving at the game's iconic Sunset City setting.
Console/PC, Programming, Design, Video, Vault

Classic Postmortem: Tomb Raider: Underworld GDMag Exclusive 12
by Eric Lindstrom [11.18.15]
The eighth installment in the Lara Croft franchise was released seven years ago today. Here's Eric Lindstrom's in-depth postmortem from Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Learn new ways to craft epic boss battle AI at GDC 2016  
by Staff [11.18.15]
GDC officials highlight a fresh pair of great GDC 2016 talks from the designers of hit free-to-play shooter Warframe and the CEO of F2P analytics firm Ninja Metrics.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Business/Marketing, GDC

Video: 50 common game camera mistakes -- and how to fix them 4
by Staff [11.17.15]
Thatgamecompany's John Nesky speaks passionately at GDC 2014 about the importance of good camera design in games, and what he learned about how to make a great camera in his time working on Journey.
Console/PC, Social/Online, Indie, Programming, Design, Video, Vault

Designing levels: From Photoshop to Unity 17
by Gamasutra Community [11.17.15]
"Although this is not the best solution for greyboxing, it is the easiest way of doing it without using any third party plugins."
Smartphone/Tablet, Indie, Programming, Design

Unity tricks: Building delegates using reflection 1
by Gamasutra Community [11.17.15]
"This week's tip is pretty simple, and fairly esoteric. It's not something you'll need to use every day, but it is pretty cool, and who knows, maybe one day you'll suddenly find you need it. Today we're going to make a C# delegate out of thin air."
Console/PC, Smartphone/Tablet, Indie, Programming

Get a job: Particle City is hiring an experienced Game Engineer  
by Staff [11.16.15]
If you've got a few years of game programming experience and a shipped title under your belt, L.A.-based mobile game studio Particle City might like to hire you to work on the Titanfall mobile game.
Smartphone/Tablet, Programming, Recruitment