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August 25, 2016
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August 25, 2016
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Updates » Programming
Behavior trees for missions and AI 4
by Gamasutra Community [05.18.16]
"Behavior trees are a hierarchical node structure where each game tick the tree is evaluated from the top to the bottom. The nodes control decision-making."
Indie, Programming

Dynamic lighting in a top-down, 2D game  
by Gamasutra Community [05.17.16]
"Lighting a 2D scene using stencils is a bit counter intuitive and can get complex quickly, but the advantage is that you can apply different shadow information to different sprites."
Console/PC, Indie, Programming, Art

Devs Answer: The weirdest ways you've managed game assets and builds? 3
by Bryant Francis [05.16.16]
Sometimes asset and pipeline management demands a bit of creativity to keep the team on track. A few Gamasutra readers weigh in with some clever methods from days of yore.
Console/PC, Indie, Programming

Video: Enabling hands in virtual reality  
by Staff [05.16.16]
This 2016 VRDC talk from Gleechi's Jakob Johansson and Kai Hbner draws on 8 years of robotics experience to explain problems related to generating natural hand motion and interaction.
VR, Programming, Design, Video

See where game graphics tech could go in this 2016 SIGGRAPH preview  
by Alex Wawro [05.16.16]
The annual SIGGRAPH computer graphics conference is nigh, and that means conference organizers have released a video preview of some of the technical papers that will be presented at SIGGRAPH 2016.
VR, Console/PC, Smartphone/Tablet, Programming, Art, Production, Video

Old school Sega documentary explores life as a video game tester in 1996 3
by Chris Kerr [05.16.16]
Ever wondered what life was like for a Sega game tester in the 1990s? Thanks to the unearthing of a new training documentary, you can now see for yourself.
Console/PC, Programming, Production, Video

Ratchet & Clank (2016) postmortem 3
by Shaun McCabe & Chad Dezern [05.16.16]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Programming, Art, Design, Production, Video

Unity Native Plugins: A wrapper, for a wrapper, for a wrapper 1
by Gamasutra Community [05.16.16]
"That’s five layers of wrappers! It is my hope that this helps illuminate the process of creating an asset using native libraries. Is it worth it?"
Console/PC, Smartphone/Tablet, Indie, Programming

Implementing a minimap in Unity 2
by Gamasutra Community [05.13.16]
"What it takes to implement a minimap for a Unity game? You most probably would be surprised but it's easier than you think, and it does not even require any programming skills!"
Console/PC, Smartphone/Tablet, Programming

Don't miss: How Id Software created Doom and defined a genre 8
by Chris Kerr [05.13.16]
With Id Software getting ready to send us back to hell, revisit this classic feature to find out how the studio created the original, genre-defining shooter.
Console/PC, Programming, Design, Production

Crytek opening six more virtual reality labs through VR First  
by Chris Kerr [05.13.16]
Six more Universities have joined Crytek's VR First education program, which helps student devs get to grips with virtual reality hardware and software through the creation of specialised, on-campus VR Labs.
VR, Programming, Production

Surrendering control without letting go: Procedural character movement 3
by Phill Cameron [05.13.16]
Developers of Grow Home, Mushroom 11, and Prune, explain how using procedural character movement can create a more organic and responsive feel--if you're willing to cede a bit of control.
Console/PC, Indie, Programming, Design, Video

Understanding procedural generation: What's 'determinism'?  
by Gamasutra Community [05.12.16]
"In this post we’ll talk about a classification system on the possible deterministic aspects of ProcGen, which makes sense especially for run-time generation (load and real-time)."
Console/PC, Indie, Programming, Design

A brain dump of what I worked on for Naughty Dog's Uncharted 4 14
by Gamasutra Community [05.11.16]
I am a game programmer at Naughty Dog. Now that Uncharted 4 is released, I would like to share what I worked on for the project.
Console/PC, Programming, Design

GDC Europe 2016 debuts Hitman, Daglow as first sessions  
by GDC Staff [05.11.16]
GDC Europe 2016 has announced first sessions, including a Hitman level design talk from Io Interactive & an inspirational talk from 45-year video game veteran Don Daglow.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, GDC Europe

Get a job: The Behemoth is seeking a Senior Programmer  
by Staff [05.10.16]
"If you write super awesome code, we want you to work with us!" says the developer of Castle Crashers, which is seeking a senior programmer.
Console/PC, Indie, Programming, Recruitment

Microsoft unlocks framerates for UWP apps, tells devs 'we're listening' 14
by Chris Kerr [05.10.16]
"As a direct response to your feedback, we’re excited to announce the release today of new updates to Windows 10 that make gaming even better for game developers."
Console/PC, Programming, Production, Business/Marketing

Blog: AI isn't a subsystem 3
by Gamasutra Community [05.09.16]
"Many first-time video game creators tend to save AI for last because it is the least obvious how to go about doing so. Viewing AI as extensions of other systems is a simple way to demystify it."
Console/PC, Programming

Running for a niche: Why and how I made a horse racing game 5
by Gamasutra Community [05.09.16]
"Having worked at EA and Zynga and seeing how aggressive big companies can be when you compete with them, I wanted absolutely nothing to do with any business that they would be interested in."
Smartphone/Tablet, Programming, Production, Business/Marketing

Messing with perception: Gameplay and rendering experiments in VR  
by Gamasutra Community [05.09.16]
"While our experimentation time is serving us well in identifying some issues early, it failed to find other problems that became more obvious once the levels were laid out."
VR, Indie, Programming, Art, Design