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April 23, 2014
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April 23, 2014
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Updates » Programming
CCP explains how Crimewatch keeps the peace in EVE at GDC 2014  
by GDC Staff [01.20.14]
Session highlights today include CCP explaining the design of its Crimewatch player policing system, a presentation from Naughty Dog about how the skies in The Last Of Us were created, and more.
Console/PC, Social/Online, Programming, Art, Design, Production, GDC

Generating smooth and cheap SSAO using temporal blur 1
by Gamasutra Community [01.20.14]
Frictional Games engine programmer Peter Wester shares his technique for achieving screen space ambient occlusion, for "high quality results for a large search radius at a low cost."
Console/PC, Indie, Programming

Bringing VR to life: 5 tips from Oculus 13
by Gamasutra Community [01.20.14]
Oculus' Peter Giokaris, who leads up its VR/Unity integration, shares the five most important things developers of VR games should keep in mind as they create.
Console/PC, Indie, Programming, Art, Design, VR

Learning about community and inclusiveness with Redshirt Exclusive 2
by Leigh Alexander [01.17.14]
The Tiniest Shark's Mitu Khandaker shares the philosophy behind her darkly comedic space fiction Redshirt -- both within the social networking sim-game, and in the way she hopes to treat players.
Console/PC, Indie, Programming, Design, Exclusive

Get a job: Red Storm is hiring a senior gameplay programmer  
by Staff [01.17.14]
Ubisoft studio Red Storm Entertainment is looking for a senior gameplay programmer to work out of its Cary, North Carolina office on an unannounced AAA title.
Console/PC, Programming, Recruitment

Riot shares tips on telling stories via multiplayer combat at GDC 2014  
by GDC Staff [01.17.14]
Today’s highlights include a postmortem of Forced from the CEO of BetaDwarf, a talk on telling stories through competitive multiplayer from Riot's Christina Norman, and more.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Regarding the future of C# 15
by Gamasutra Community [01.17.14]
Last month, the head program manager of C# spoke about its future. How should the popular language evolve? One programmer shares his desires.
Console/PC, Smartphone/Tablet, Indie, Programming

GDC 2014 adds Summit talks on open-world AI design, games writing  
by GDC Staff [01.15.14]
New GDC 2014 Summit talks include a guide to open-world AI design from developers of games like Saints Row IV, a talk about the fundamentals of writing for games, and a session about making cross-platform mobile games.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing, GDC

Gameplay programming hints: Building AI 2
by Gamasutra Community [01.15.14]
The same people who can write a combat skill system, or multi-layer inventory management sometimes figure that the ability to make NPCs act smart is beyond them. Don't worry, it isn't.
Console/PC, Indie, Programming

Now we own you: Another caution for crowdfunded content Exclusive 6
by Leigh Alexander [01.15.14]
Crowdfunding doesn't just change the way money is raised for games -- it also changes the terms of a game's release, writes Gamasutra's Leigh Alexander.
Console/PC, Indie, Programming, Design, Business/Marketing, Exclusive, Crowdfunding, Alternative Funding

Blog: XNA is dead... So now what? 49
by Gamasutra Community [01.15.14]
The popular framework for game development that powered so many indies in the last gen is toast. Where do you go from here? XNA dev and fan Pedro Guida considers the options.
Console/PC, Indie, Programming

Taking SimCity offline: 'We’ve had to knock out the internet pipe stuff' 2
by Christian Nutt [01.14.14]
SimCity is soon to be playable offline -- and in a new blog post on its official website, lead engineer Simon Fox outlines what went into the effort.
Console/PC, Programming

Postmortem: Red Cross charity game Elimu  
by Gamasutra Community [01.14.14]
Six days to build a game to raise awareness -- and money -- for charity? This postmortem covers the jam-based project Elimu, which contributed to the Red Cross.
Console/PC, Indie, Programming, Art, Production, Business/Marketing

The perils of free-to-play: A Combat Monsters postmortem 72
by Gamasutra Community [01.14.14]
Rubicon's Paul Johnson had faith that going free-to-play would bring in a huge new audience for Combat Monsters -- but that hasn't translated to profits. This candid postmortem explains.
Console/PC, Smartphone/Tablet, Indie, Programming, Production, Business/Marketing, Mobile Games

Creating more natural pathing for A.I. 6
by Gamasutra Community [01.14.14]
Grid-based pathfinding can look unnatural -- so Sven Bergstrom offers up some approaches he's tried to confront some of the issues he's faced when developing pathfinding routines.
Console/PC, Indie, Programming

Blog: Why one developer is skipping Unity on new platforms 17
by Gamasutra Community [01.14.14]
The canary in the coal mine heads in first to check if it's survivable -- but sometimes gets killed by toxic gases. That's why Byron Atkinson-Jones is avoiding Unity on next-gen... for now.
Console/PC, Programming

Blizzard shares Hearthstone design tips at GDC 2014 1
by GDC Staff [01.13.14]
Today’s session highlights include design tips from Blizzard, a guide to animating human characters doing superhuman things, and a talk from Sucker Punch Productions about how to optimize your game for PS4.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, GDC

Animal Crossing: New Leaf postmortem coming to GDC 2014 1
by GDC Staff [01.10.14]
Nintendo's Aya Kyogoku and Katsuya Eguchi are teaming up to deliver a postmortem talk on Animal Crossing: New Leaf during GDC 2014.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Procedural level generation in Worm Run 1
by Gamasutra Community [01.10.14]
Creating an adaptive procedural level system that delivers good results isn't easy, but it's worthwhile -- witness Spelunky. This post goes in-depth on how one dev created his own.
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Blog: Making the jump from Flash to standalone PC games 14
by Gamasutra Community [01.10.14]
With the Flash game market drying up, developers are making the leap to standalone games. YC Sim recounts his journey from successful Flash game dev to Steam hopeful.
Console/PC, Indie, Programming, Production, Business/Marketing