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October 26, 2014
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October 26, 2014
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Updates » Programming
Antialiasing procedural shaders in the Unreal Engine 1
by Gamasutra Community [07.22.14]
"When using texture mapping, most modern engines will take care of antialiasing for you. Procedural shaders do not share this luxury and the creator usually has to take care of this."
Console/PC, Indie, Programming

Get a job: Firaxis is hiring a Senior Software Engineer  
by Staff [07.21.14]
The makers of Civilization: Beyond Earth are looking to hire a senior software engineer to help design and implement next-gen systems code from the studio's offices in Baltimore, Maryland.
Console/PC, Programming, Production, Recruitment

Network traffic culling 3
by Gamasutra Community [07.21.14]
"By implementing simple network culling we were able to reduce traffic by 50 percent; from 2000 messages per second to +/- 1000."
Console/PC, Indie, Programming

Alaska Natives share their stories, culture through commercial games Exclusive  
by Leigh Alexander [07.21.14]
After 20 years in traditional games, Sean Vesce aims to help the Inupiat people of Alaska share their culture and values with the commercial gaming audience through puzzle platformer Never Alone.
Console/PC, Indie, Serious, Programming, Art, Design, Production, Exclusive, Video

Don't Miss: With new perspective, Cliff Bleszinski plots next move Exclusive 25
by Leigh Alexander [07.18.14]
"You spend those first 18 years struggling to grow up, and then the next 18 years struggling to get back." Leigh Alexander talks to a man who wants to be known for more than chainsaw-equipped assault rifles.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Get a job: Giant Sparrow seeks a Gameplay and Tools Programmer  
by Staff [07.18.14]
The folks who built The Unfinished Swan need a gameplay/tools programmer to build, among other things, 'lots of weird, blue sky prototypes' in Giant Sparrow's Santa Monica, CA studio.
Console/PC, Indie, Programming, Production, Recruitment

Monsters from the Id: The Making of Doom 6
by Alexander Antoniades [07.18.14]
From the very first (Jan. '94) issue of Game Developer magazine, this retrospective on Id Software's Doom paints a unique portrait of a legendary developer whose games would launch a genre.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Behavior trees for AI: How they work 18
by Gamasutra Community [07.18.14]
Lamenting a lack of base-line information to make behavior trees comprehensible, Project Zomboid developer Chris Simpson writes a post to open your eyes to the possibilities.
Console/PC, Smartphone/Tablet, Indie, Programming

Blog: Making your way in HTML5  
by Gamasutra Community [07.17.14]
"We made the decision to move to HTML5... The decision made solely on our need to reach the majority of the current fragmented audiences and, here, we want to share with you our experiences."
Smartphone/Tablet, Indie, Programming

Don't Miss: Unorthodox tips on improving your programming skills 30
by Gamasutra Community [07.16.14]
There are "plenty of good resources out there that teach the technical skills"; this post concentrates on "the more personal lessons that you often only learn through experience or trial and error."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Faking fog for a horror game: A programming how-to 1
by Gamasutra Community [07.16.14]
"Using a texture with z-depth as an opacity mask for an animated fog texture proved to work really well and the results looked good enough."
Console/PC, Indie, Programming

GDC Europe debuts VR, #1ReasonToBe talks; last day for early reg!  
by GDC Staff [07.16.14]
As the deadline for GDC Europe early reg. looms, organizers highlight some of its most interesting talks on topics like Sony's Project Morpheus, #1ReasonToBe, the history of Ninja Theory and a postmortem on Broken Sword.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

First experiences with publishing a Unity game on Vita with PS Mobile 1
by Gamasutra Community [07.16.14]
A quick but informative look at one developer's experience publishing a Unity game to Sony's handheld via PlayStation Mobile. Support for Unity on PSM launched only late last month.
Console/PC, Indie, Programming

Get a job: Activision is hiring a Software Engineer  
by Staff [07.15.14]
Activision is seeking an experienced software engineer looking to get involved in some heavy R&D alongside the team in its Seattle, WA studio.
Console/PC, Programming, Production, Recruitment

Don't Miss: Letting go of control with David OReilly's Mountain Exclusive 39
by Leigh Alexander [07.15.14]
Leigh Alexander investigates why artist David OReilly's Mountain feels like a rebellion against the stressful nature of contemporary Internet culture.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

2D physics: Analytically targeted rigidbody projectiles 8
by Gamasutra Community [07.15.14]
The math and method behind creating the physics for lobbed projectiles in a 2D game -- in this case, Super Rude Bear Resurrection.
Console/PC, Smartphone/Tablet, Indie, Programming

The beautifully intricate dollhouse of Else Heartbreak Exclusive 3
by Leigh Alexander [07.15.14]
Erik Svedäng and Niklas Åkerblad talk Else Heartbreak, a story-driven game set in the fictional harbor town of Dorisburg: "a strange kind of homemade Grand Theft Auto, without any guns or cars."
Console/PC, Indie, Programming, Art, Design, Exclusive

Video: Understanding the successful relaunch of Final Fantasy XIV  
by Staff [07.14.14]
Final Fantasy XIV: A Realm Reborn director Naoki Yoshida speaks candidly at GDC 2014 about how Square Enix stumbled when launching their second big MMORPG -- and how it found its footing.
Console/PC, Social/Online, Programming, Art, Design, Production, Business/Marketing, Video, Vault

Get a job: Tripwire seeks an AI Programmer  
by Staff [07.14.14]
The house responsible for Killing Floor 2 is looking to hire an AI programmer to join the team working out of the studio's Roswell, GA offices.
Console/PC, Indie, Programming, Recruitment

Video postmortem: Deconstructing the success of Puzzle & Dragons  
by Staff [07.11.14]
GungHo Online CEO Kazuki Morishita took the stage at GDC 2014 to give a polite, measured look back at how the game was designed to entice players while generating sustainable profit.
Smartphone/Tablet, Programming, Art, Design, Production, Video, Vault