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April 23, 2014
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April 23, 2014
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Updates » Programming
Video: Making games look like movies, circa GDC 2004  
by GDC Staff [02.03.14]
In this programming talk from the GDC Vault, ATI and PDI/Dreamworks experts compare shading techniques used in the Shrek series to the real-time shading used in games like Jak 2.
Console/PC, Programming, Art, Video

The future of screenspace reflections 10
by Gamasutra Community [02.03.14]
Screenspace reflection is gaining "increasing popularity," writes programmer Bartlomiej Wronski, but few are discussing it. Here, he shares his experience using it on Assassin's Creed IV.
Console/PC, Programming

Get a job: is hiring a graphics software engineer for Xbox 360  
by Staff [01.31.14]
Wargaming is seeking a graphics software engineer with DirectX 11, Xbox 360, or PlayStation 3 experience for its Chicago studio.
Console/PC, Programming

Video: how Western games succeeded in Japan, circa GDC 2004  
by GDC Staff [01.31.14]
Ryoichi Hasegawa discusses how Sony localized Crash Bandicoot and Ratchet & Clank for Japan, examines GTA3 and Medal of Honor's success, and offers tips for making games for the Japanese market.
Console/PC, Smartphone/Tablet, Programming, Design, Production, Business/Marketing, Video

Blog: How to create the cutout effect in 3D games 2
by Gamasutra Community [01.31.14]
It's nice when players can see their characters in a 3D environment, isn't it? Tyler Glaiel shares his method for a "crop circle" effect in Bombernauts.
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Reminder: 24 hours left to early register for GDC 2014  
by GDC Staff [01.30.14]
With just over a day left until early registration for GDC 2014 ends on January 31, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Adapting a game to one-switch controls for accessibility  
by Gamasutra Community [01.30.14]
Javier Degirolmo wanted to adapt his 2D platformer to a more accessible "one-switch" control scheme -- but had trouble finding out how. He explains his methods in this post.
Console/PC, Indie, Programming, Design

Road to the IGF: Damian Sommer and Emily Carroll's The Yawhg Exclusive 1
by Leigh Alexander [01.29.14]
Continuing our Road to the IGF series of interviews with finalists, we talk to Damien Sommer about The Yawgh, a local multiplayer choose-your-own adventure game latticed with depth and beauty.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Dave Lebling revisits Zork in GDC 2014 Classic Game Postmortem 1
by GDC Staff [01.29.14]
Organizers of the 2014 Game Developers Conference are announcing an exciting Classic Game Postmortem featuring Zork co-creator Dave Lebling.
Console/PC, Programming, Art, Audio, Design, Production, GDC

Court overturns Madden creator's legal victory vs. EA 4
by Alex Wawro [01.24.14]
This week the U.S. District Court conditionally granted EA the right to a new trial to determine whether the company owes millions in unpaid royalties to a programmer of the original Madden game for Apple II.
Console/PC, Programming

How to build an indie arcade cabinet 3
by Gamasutra Community [01.23.14]
Showcasing games in arcade-style cabinets is appealing and increasingly popular. How do you actually build one? This post explains it across all aspects.
Console/PC, Indie, Programming, Design, Production

Epic partners with British university to build Epic Games Centre  
by Alex Wawro [01.23.14]
Epic Games has announced a two-year partnership with Staffordshire University to provide the university's game design program with hardware, software, and guidance from Epic Games personnel.
Console/PC, Programming, Art, Audio, Design, Production

GDC Play and the 'Best in Play' awards return to GDC 2014  
by GDC Staff [01.23.14]
'Best in Play' awards for games in the emerging/independent developer showcase will once again be given during the March show in San Francisco, with 8 winners getting GDC 2015 passes.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Business/Marketing, GDC

Video: Programming as Art for Nintendo and Apple platforms 1
by GDC Staff [01.22.14]
"A Scanner Darkly" head of animation Bob Sabiston explores the design and UI of his Nintendo DSi/eShop and iOS projects Inchworm Animation, Headspace, and Voxel, along with a brief demo of his upcoming 3DS art project using 3D depth.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Video

Get a job: Crytek Shanghai seeks a mobile game programmer  
by Staff [01.22.14]
Warface developer Crytek is looking for a mobile game programmer willing to relocate to its China office and work on unannounced mobile projects.
Smartphone/Tablet, Programming, Recruitment

Natural Selection source code released for free  
by Alex Wawro [01.22.14]
UPDATE While it's not technically open source, you can now download the source code for the original Natural Selection Half-Life mod to muck around with the assets and see how the mod worked.
Console/PC, Programming

2014 Independent Games Festival announces Student Showcase winners  
by GDC Staff [01.22.14]
The Independent Games Festival Student Competition took in nearly 350 student-developed games. Here are the eight that made the cut.
Indie, Programming, Art, Audio, Design, GDC

Rapid game prototyping: Tips for programmers 8
by Gamasutra Community [01.22.14]
Designers have talked about rapid prototyping extensively -- but what of programmers? Herman Tulleken built 30 games in 30 days, and in this post shares the benefit of his experience.
Console/PC, Smartphone/Tablet, Indie, Programming, Production

Eugene Jarvis explains Robotron 2084 in GDC 2014 Classic Game Postmortem  
by GDC Staff [01.22.14]
For March's Game Developers Conference 2014, we're excited to announce a Robotron 2084 postmortem from industry legend Eugene Jarvis.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Chasing the perfect tone: How BandFuse's devs found the right sound  
by Gamasutra Community [01.22.14]
Creating a music game that worked with real instruments and sounded right was a challenge, and the developers of Band Fuse: Rock Legends share insights on how they achieved it here.
Console/PC, Programming