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February 23, 2019
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Updates » Programming
Video Game Deep Cuts: Uri Geller's Pessimistic Starlink  
by Gamasutra Staff [10.07.18]
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Building Brink's SMART parkour traversal system  
by Staff [10.05.18]
At GDC 2012 Splash Damage's Arne Olav Hallingstad, presents a detailed programmer-oriented overview of the freedom of movement implementation in the studio's 2011 multiplayer shooter Brink.
Console/PC, Programming, Design, Video, Vault

Weekly Jobs Roundup: Nerd Kingdom, Plarium Michigan Studio, and more are hiring now!  
by Staff [10.05.18]
From gameplay programmers to UX designers, here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Blog: Using artificial intelligence to generate game content 4
by Gamasutra Community [10.05.18]
This post covers my experiences trying to leverage AI to generate game content rather than make them actors in a planned story.
Programming

Owlchemy Labs' latest project will turn your smartphone into a VR window 1
by Chris Kerr [10.05.18]
Job Simulator developer Owlchemy Labs has devised a new way for players to watch their friends inside a virtual reality experience. 
VR, Programming, Design

Breaking fences, escaping dinosaurs?! Oh my, it's Parkasaurus' developers  
by John Harris [10.05.18]
Gamasutra spoke to one half of Washbear and co-developer of Parkasaurus, Chris McQuinn to explore the design and intent of the slightly-silly dino zoo sim Parkasaurus.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing, Video

How Serious Sam set itself apart in the era of Duke Nukem and Quake  
by Alissa McAloon [10.03.18]
Croteam’s chief creative officer Davor Hunski tells the story of how Serious Sam’s hand-made engine came to be and how a vertical slice demo ultimately saved the game.
Console/PC, Programming, Video

Get a job: PuzzleNation is hiring a Sr. Mobile Developer  
by Staff [10.01.18]
PuzzleNation is looking for a Sr. Mobile Developer to work remotely with its team and oversee development on its new puzzle game.
Smartphone/Tablet, Programming, Recruitment

Video Game Deep Cuts: Uncle Buddy's Wattam Is Strange  
by Gamasutra Staff [10.01.18]
This week's highlights include an overview of a very odd old Mac game, Keita Takahashi on making games in tough times, and a close look at Life Is Strange 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Plastic Wax is hiring a Lead UE/VR Developer  
by Staff [09.28.18]
Plastic Wax is after a veteran VR/UE Blueprint/C++ Developer to Lead its Unreal Department onsite in its waterfront studio in Rhodes, Sydney.
Programming, Recruitment

Devs will need to code creatively to get the most out of the Oculus Quest 7
by Alissa McAloon [09.28.18]
Oculus CTO John Carmack likens the power of the Quest to last-gen video game consoles, something devs will have to compensate while approaching their own projects for the system.
VR, Programming

Using interior mapping to render rooms without geometry 10
by Gamasutra Community [09.28.18]
Modelling interiors behind every window in a city often takes too much performance, so some games use "interior mapping," a shader trick to render geometry that isn't actually there.
Console/PC, Programming, Design

Video: Networking the online gameplay of Halo: Reach 1
by Staff [09.26.18]
Travel back in time and take a look at the networking that made Halo Reach's online gameplay possible.
Console/PC, Programming, Video

Video: A classic postmortem of the trailblazing Ultima Online  
by Staff [09.25.18]
In this 2018 GDC session, Raph Koster, Starr Long, Richard Garriott de Cayeux (Lord British himself) & Rich Vogel talk about the things that went wrong and right in making and running Ultima Online.
Social/Online, Programming, Art, Design, Production, Business/Marketing, Video, Vault

Don't Miss: A Myst classic postmortem from co-creator Robyn Miller 5
by Staff [09.25.18]
Myst co-creator and sound composer Robyn Miller shares the design and production details behind one of gaming's most iconic first-person adventures.
Console/PC, Programming, Design

Postmortem: Midnight Hub's mystery puzzler Lake Ridden
by Gamasutra Community [09.25.18]
Lake Ridden is a mystery-puzzle indie game developed by two artists, two programmers/designers, and one producer. In this postmortem, we'll look back at its two-year production.
Console/PC, Programming, Design, Production

Video Game Deep Cuts: The Unavowed Ninja's Red (Dead) Redemption 1
by Gamasutra Staff [09.24.18]
This week's highlights include analysis of adventure title Unavowed, a cover story on Fortnite streamer Ninja, & detailed impressions of Rockstar's Red Dead Redemption 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Inside the Awesomenauts matchmaking algorithm 10
by Gamasutra Community [09.21.18]
Joost van Dongen, lead programmer and co-founder at Ronimo Games, addresses the question at the core of online matchmaking: who should play with whom?
Console/PC, Indie, Programming, Design

Blog: A tale of two bugs 2
by Gamasutra Community [09.21.18]
Games industry veteran Niklas Grey gives a detailed account of hunting down two bugs in The Machinery alpha.
Programming, Design, Production

Blizzard cracks down on third-party data-tracking apps in Overwatch 1
by Bryant Francis [09.20.18]
Blizzard has warned users that further use of third-party data tracking applications for Overwatch will lead to bans on their accounts.
Console/PC, Programming