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October 27, 2016
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Updates » Programming
Apple wants to teach iPad users how to code with Swift Playgrounds  
by Chris Kerr [06.14.16]
The Swift Playgrounds app will be free to download when it hits the App Store this fall and promises to teach users "serious code in a fun way."
Smartphone/Tablet, Programming

Postmortem: Paradox Development Studio's Stellaris 4
by Henrik Fåhraeus & Rikard Åslund [06.14.16]
Game director Henrik Fåhraeus and project lead Rikard Åslund take us through the making of Paradox Development Studio's epic 4X space strategy game Stellaris
Console/PC, Indie, Programming, Art, Design, Production, Video

Blog: Don't quit - take a risk! 2
by Gamasutra Community [06.13.16]
"One year ago, Mighty Rabbit Studios faced a complete shutdown. Taking one crazy risk, they were able to come back from the brink of closure."
Programming, Production, Business/Marketing

Scaling your mobile game to any device size 4
by Gamasutra Community [06.13.16]
Mobile devices come in many formats. This article demonstrates techniques used in designing a mobile game to work at any device size.
Smartphone/Tablet, Programming

Get a job: Industrial Light & Magic seeks a Game Engine Programmer  
by Staff [06.10.16]
Industrial Light & Magic (ILM), Lucasfilm's VFX/animation studio, is looking to hire a game engine programmer to develop and maintain code for a real-time game engine at its San Francisco, CA office.
Console/PC, Programming, Recruitment

Limbo devs share tips on creating games with striking visuals at GDC Europe  
by Staff [06.10.16]
Come to GDC Europe and learn how Limbo developer Playdead uses graphical programming tricks to achieve striking, high-fidelity visuals in its upcoming game Inside.
Indie, Programming, Art, GDC Europe

Postmortem: Stoic Studio's The Banner Saga 2 6
by John Watson [06.10.16]
"Not a single member of our team is in the same room. We are spread out across the entire globe, from Australia, every time zone of North America, Europe, and reaching all the way to Russia."
Programming, Art, Design, Production

Blog: Modern C++ lightweight binary RPC framework without code generation  
by Gamasutra Community [06.10.16]
"This article explores a C++ RPC framework I've been working on which requires no code generation step for glue code."

Valve releasing free virtual reality world-builder, Destinations  
by Chris Kerr [06.09.16]
"Content creators will be able to use the Source 2 game engine, the same engine that Valve uses to create its own games and experiences, to create and share their own worlds"
VR, Console/PC, Programming, Design

Video: How Crytek builds 3-dimensional UI for VR  
by Staff [06.07.16]
If you're working on a new VR experience, take a moment to learn from CryTrek how they've learned to build user interfaces within virtual reality.
VR, Programming, Art, Design, Production, Video

Blizzard's Jeff Kaplan offers a roadmap on Overwatch's future  
by Bryant Francis [06.07.16]
Overwatch game director Jeff Kaplan shares some insight on Overwatch's next few months, including a possible update for the "Play of the Game" system.
Console/PC, Programming, Design

Get a job: Sony is hiring a Game Programmer  
by Staff [06.06.16]
Sony seeks to hire a game programmer on a temporary basis to work on "a game used for R&D purposes related to our next generation gaming system" at its offices in San Mateo, California.
Console/PC, Programming, Recruitment

Get cutting-edge tips on building great game backends at GDC Europe  
by Staff [06.03.16]
Come out to GDC Europe in Germany this August and catch a lightning-hot Programming talk from backend developer Kevin Daniel Setiono on the design of cutting-edge video game backend architecture.
Social/Online, Programming, GDC Europe

Blog: Releasing a LibGDX Java game on Steam 1
by Gamasutra Community [06.03.16]
The indie developer behind Early Access sandbox game The Hinterlands explains how to prepare and upload your LibGDX Java game to Steam.
Programming, Production

Unity forward vs. deferred rendering path 3
by Gamasutra Community [06.03.16]
One of the most important Unity features is the ability to choose a rendering path. To understand better why there is more than one rendering path, first you will need to understand the motivation behind it.

The small team behind Dangerous Golf's huge destructionfests 4
by Jennifer Allen [06.03.16]
“We wanted to make a sports game and take the piss out of it,” explains Alex Ward of Three Fields Entertaianment. “It’s fun to see things break."
Console/PC, Indie, Programming, Art, Design, Video

Game Design Deep Dive: Dying Light's Natural Movement system 3
by Maciej Binkowski, Bartosz Kulon, Paul Milewski [06.02.16]
"So many of the established smoke and mirrors techniques you use in level design just didn’t work for us. We actually had to put full environments behind the curtain, so to speak."
Console/PC, Programming, Art, Design, Production, Video, Deep Dive

Blog: SpriteRenderer vs. UIImage (CanvasRenderer) in Unity 3
by Gamasutra Community [06.01.16]
Here's a game developer's detailed presentation of the difference between SpriteRenderer and UIImage (CanvasRenderer) in Unity.
Indie, Programming, Production

Game Design Deep Dive: Dead Star's capital ship invasions 2
by Tom Ivey [05.31.16]
"We were really interested in creating a game that had a heavily asymmetrical element to the competing teams. Central to this idea was an episode of the TV show Battlestar Galactica titled '33.'"
Console/PC, Programming, Design, Video, Deep Dive

Self-evolving game content using player feedback 8
by Gamasutra Community [05.30.16]
What if we could make our generated content self-evolving? What if we could make our games become better over time?
Programming, Design, Production