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April 23, 2014
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Updates » Programming
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

Palmer Luckey, Keiji Inafune and more will speak at D.I.C.E. 2014  
by Alex Wawro [01.09.14]
They join Robin Hunicke, Steve Gaynor and other industry luminaries speaking at the event, which will be held in Vegas next month.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

The 10 best HTML5 games of 2013 (according to an HTML5 dev) 8
by Gamasutra Community [01.09.14]
HTML5 picked up some steam in 2013, and Austin Hallock runs down the 10 games built on the technology that made the biggest impact -- from a developer's standpoint.
Social/Online, Smartphone/Tablet, Indie, Programming, Mobile Games

Blog: Contractors - This is how you make connections with clients 3
by Gamasutra Community [01.09.14]
Art outsourcer Junxue Li runs down how he signs up clients for his company's art production services, and keeps them coming back.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Business/Marketing

Oculus to recruit game developers, to work with John Carmack  
by Christian Nutt [01.08.14]
According to a quote from CEO Brendan Iribe, "you'll see more and more game developers showing up" at the company over the coming months.
Console/PC, Programming, Art, Audio, Design, Production, Recruitment, Advanced Input and Output , VR

Blog: The beauty of brute force: Finding solvable levels with code 7
by Gamasutra Community [01.08.14]
Can brute force analysis of solvable levels produce usable game designs? Michael Cook looks at how an inelegant solver for grid-based games may actually be the best solution to finding new designs.
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Blog: Everything is a skill - start practicing 14
by Gamasutra Community [01.08.14]
An inspirational and informative post that examines why the best time to start developing games is now, and how the best way to develop your skills is to use them.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Art and tech come full-circle in Sentris Exclusive 1
by Leigh Alexander [01.08.14]
Samantha Kalman is working on Sentris, a unique music game whose funding campaign attracted significant talent -- here, she shares her cross-disciplinary approach to music, art and technology.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Crowdfunding

Is this the beginning of a strategy game engine business at Stardock?  
by Kris Graft [01.07.14]
A new strategy-focused game engine from Stardock-funded studio Oxide could eventually find its way into games from a wide variety of game developers. Maybe.
Console/PC, Indie, Programming, Production, Business/Marketing, Video

Video: tricks for procedural terrain generation in iOS MMO Supernauts  
by GDC Staff [01.07.14]
Supernauts lead graphics programmer Harri Hätinen discusses the algorithms behind the iOS social MMO's procedural terrain generation, making it quick and efficient to appease all players and devices.
Social/Online, Smartphone/Tablet, Indie, Programming, Design, Video

Chris Crawford makes his Face Editor tool available free to indies 10
by Gamasutra Community [01.07.14]
The veteran developer offers a sophisticated facial animation system designed to offer a palette of realistic emotional states for in-game characters to indies free, for further development.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art

Ellie's buddy AI in The Last Of Us explained at GDC 2014  
by GDC Staff [01.06.14]
Today’s highlights include a rundown of how Naughty Dog crafted Ellie’s buddy AI in The Last Of Us, Adam Orth fighting toxic behavior online, and a smorgasbord of industry data from EEDAR co-founder Geoffrey Zatkin.
Console/PC, Programming, Design, GDC

Get a job: Telltale Games is hiring a senior graphics engineer  
by Staff [01.06.14]
Telltale Games (The Walking Dead) is looking for a Senior Graphics Engineer to work on its multiplatform Telltale Tool engine, which spans current-gen consoles, PCs, and mobile platforms.
Console/PC, Smartphone/Tablet, Programming, Recruitment

From BioShock to roguelike: An Eldritch postmortem 17
by Gamasutra Community [01.06.14]
Former 2K Marin developer David Pittman left the company to go his own route -- and his first independent game was a big success. He writes about the road he traveled with Eldritch.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Crytek showcases the graphics tech powering Ryse at GDC 2014  
by GDC Staff [01.03.14]
Passes for the Game Developers Conference 2014 are going fast, and today we're announcing even more sessions for the Main Conference that you'll want to check out.
Console/PC, Programming, Art, Design, Production, Business/Marketing, GDC

Blog: A year's worth of tutorials for game development 5
by Gamasutra Community [01.02.14]
Tuts+ editor Michael Williams shares the site's best tutorials from 2013 -- a huge list of programming, design, and business how-tos for game developers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing

What you can learn by adding telemetry to Mario 4
by Gamasutra Community [01.02.14]
What can you learn by adding telemetry to a Mario game? Ben Weber tried it, and tracked why players died -- and in this post he shares his results and the code he used.
Console/PC, Indie, Programming, Design

Blog: Work, tools, and hobbies: How indie development is like ploughing  
by Gamasutra Community [01.02.14]
Documentary filmmaker Stephanie Beth (Us and the Game Industry) ruminates on how the hobby of game development lead to the professional indie game development scene.
Console/PC, Indie, Programming, Design, Production

A painful postmortem: How Indoor Sports World drove its devs to the edge 13
by Gamasutra Community [01.01.14]
Richard Hill-Whittall writes how pushing a two-man team beyond its production limits drove his "stress and worry off the scale" -- and the consequences of biting off more than you can chew.
Console/PC, Indie, Programming, Art, Production

Blog: Generating procedural racetracks 5
by Gamasutra Community [12.31.13]
Using this simple method -- complete with code samples -- you can create procedurally-generated racetracks for your game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming