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October 23, 2016
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Updates » Programming
Embracing fully-localized code for each mobile game territory  
by Gamasutra Community [05.25.16]
"Our decision to create a country-specific version of DDTankM has vastly increased installs -- contributing to a wealth of happy players in Brazil. This is definitely the way to go!"
Smartphone/Tablet, Programming, Art, Production, Business/Marketing

Mojang's Crown and Council: From hobby project to Steam release  
by Richard Moss [05.25.16]
"This is something I wanted to experiment with," says Pettersson. "Could you do a Risk-like game where the player has to develop a sense of odds and relationships without those being explicitly stated?"
Console/PC, Programming, Design, Video

Integrating a Unity game with Steamworks 2
by Gamasutra Community [05.25.16]
"Steamworks SDK is distributed as a native DLL file (*.so when talking about Mac and Linux). In order to make it work with Unity you have to create a binding. Fortunately such binding already exists!"
Console/PC, Indie, Programming

How did programming the original Game Boy really work? 2
by Christian Nutt [05.24.16]
Making games for Nintendo's original portable hardware was tricky -- and a new video sheds a light on exactly how it was done.
Console/PC, Programming, History, Video

Valve's OpenVR SDK reaches 1.0.0  
by Christian Nutt [05.24.16]
New version of SDK, available from GitHub, offers better support for the Vive headset amongst other fixes and improvements.
VR, Console/PC, Programming

Valve embraces Vulkan with new Dota 2 beta update 1
by Alex Wawro [05.24.16]
Three months after OpenGL successor Vulkan made its formal debut, Valve has become one of the first developers to actually support the cross-platform open graphics API by patching it into†Dota 2.
Console/PC, Programming

Don't Miss: How Maxis put the 'sim' in SimCity 33
by Christian Nutt [05.24.16]
In this classic chat, then-SimCity creative director Ocean Quigley reveals how Maxis designed systems that offer satisfying decisions for players & also accurately reflect aspects of the real world.
Console/PC, Programming, Design

Blog: The future of game engines and cloud technology 1
by Gamasutra Community [05.24.16]
"What a real-time, cloud-based system provides is a much more streamlined approach to a developerís process while greatly enhancing the collaboration and communication among its members."
Console/PC, Smartphone/Tablet, Indie, Programming, Production

CryEngine source code now available on Github 1
by Chris Kerr [05.24.16]
Crytek has released CryEngine through Github to make it easier for users to stay up to date with new releases, "as as merging code branches is an area where Git excels."

GDC Europe 2016 calls for Innovative Games Showcase submissions  
by GDC Staff [05.23.16]
GDC Europe 2016 organizers have opened call for submissions to the third annual European Innovative Games Showcase at the Cologne, Germany show this August.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Don't Miss: Our 30th anniversary retrospective of Gradius 12
by Kurt Kulata [05.20.16]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 31 years ago this month, and in this classic feature Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its life.
Console/PC, Programming, Design, Production

The Google Play store, and Android apps, coming to Chromebooks soon  
by Christian Nutt [05.19.16]
Today at Google I/O, the company announced that its popular computing platform will soon support Google Play -- letting a huge world of games onto the PCs.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing

Kojima Productions' first game to use third-party engine 2
by Chris Kerr [05.19.16]
Hideo Kojima has revealed that Kojima Productions' first project will be built using a third-party engine, explaining his recent, widely-tweeted, world tour has been something of a shopping trip.
Console/PC, Programming, Production

5 tips on making great DLC from Dying Light: The Following devs 1
by Techland staff [05.19.16]
The developers of the well-received expansion Dying Light: The Following share advice and lessons on the many different aspects of making great DLC.
Console/PC, Programming, Art, Design, Production, Business/Marketing, Video

John Romero to share coding lessons from id's early days at GDC Europe 2016 2
by Staff [05.18.16]
Game industry veteran John Romero will shine a light on the way things worked at id in the early days in his talk at GDC Europe in August about game coding principles learned making games like Doom.
Console/PC, Programming, GDC Europe

The quest for procedurally-generated adventures 5
by Gamasutra Community [05.18.16]
"I've been constantly improving it by adding new features and fixing level generation bugs. Which is probably the biggest downside of a level generator. The bigger the generator is, the more things could go wrong."
Indie, 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