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August 4, 2015
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August 4, 2015
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Updates » Programming
Video: How Naughty Dog modified its engine for The Last Of Us Remastered  
by Staff [04.29.15]
At GDC 2015, Naughty Dog programmer Christian Gyrling explains how the studio redesigned its engine so The Last Of Us Remastered would run at 60 frames per second on PlayStation 4.
Console/PC, Programming, Video, Vault

Where is your mod, now?: How Valve's paid mod program imploded in four days 47
by Bryant Francis [04.29.15]
Valve Software wanted to see amateur modders get paid for their work. But diving headfirst into the tight-knit modding community meant more than ironing out legal and financial issues.
Console/PC, Programming, Design, Business/Marketing

Realtime deformable worlds: Why tetrahedra rule, voxels drool 3
by Gamasutra Community [04.28.15]
"The only regret I have is that I didn't know all this three years ago. It took a long time to look at approaches and figure out what the game needs."
Console/PC, Indie, Programming, Art

Video: Brian Moriarty's classic postmortem of Loom  
by Staff [04.27.15]
At GDC 2015 Loom creator Brian Moriarty delivered a Classic Game Postmortem on the game's intriguing development, its unique innovations and its lasting impact on the industry.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Get a job: Twisted Pixel seeks an experienced Systems Engineer  
by Staff [04.27.15]
'Splosion Man creator Twisted Pixel Games is aiming to bring on a senior (or at least mid-level) engineer to work on developing game dev tools and systems at its studio in Austin, Texas.
Console/PC, Indie, Programming, Recruitment

The Unity task system: An AI controller 2
by Gamasutra Community [04.23.15]
"I am going to share the system I use to control the AI of the characters in my current game. Once you grok the idea you can much more easily tweak it to your needs."
Console/PC, Smartphone/Tablet, Indie, Programming

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Video: Howard Scott Warshaw's classic postmortem of Yars' Revenge  
by Staff [04.22.15]
Game industry veteran Howard Scott Warshaw explains how he created the seminal Atari 2600 game Yars' Revenge and other important Atari titles -- including E.T. -- in this GDC 2015 talk.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

How I optimized my HTML5 game from the start of development 1
by Gamasutra Community [04.22.15]
"I wanted the game to be playable on mobile, but making a game with so many enemies, large maps and full of effects was hardly compatible with current mobile devices, unless it was optimized from the start."
Smartphone/Tablet, Indie, Programming

Fixing Unity's tendency for object coupling: The MessageBus 18
by Gamasutra Community [04.22.15]
"Unity forces coupling straight from their first tutorial. That’s absurd. In order to solve this, we’ve created a Messaging system that allows objects to broadcast messages when events happen."
Console/PC, Smartphone/Tablet, Indie, Programming

Blog: Shader cross compilation and Savvy, the smart shader cross compiler  
by Gamasutra Community [04.21.15]
"We either write every single shader program twice or find a way to convert from one language to the other. This is easier said than done." Here's a solution.
Console/PC, Indie, Programming

How to simulate a CRT, for indie games that really look retro 18
by Gamasutra Community [04.21.15]
Retro games were never as clear and clean as you'd think from playing today's modern indie games. This step-by-step how-to explains the whys and hows of making neo-retro look retro.
Console/PC, Indie, Programming, Art

Video: Deconstructing Valve's advanced VR rendering techniques  
by Staff [04.20.15]
Valve has been experimenting with VR headsets since 2013, and at GDC 2015 engineer Alex Vlachos shared what he and his fellow Valve colleagues have learned about advanced VR game rendering.
Console/PC, Programming, Design, Video, ADC

Resolving missing script references in Unity 1
by Gamasutra Community [04.20.15]
"I encountered in to the issue of all the scenes and prefabs that were using MonoBehaviours from those scripts had lost their reference. I managed to make a solution."
Console/PC, Smartphone/Tablet, Indie, Programming

Get a job: Be an AI Programmer for Tripwire  
by Staff [04.17.15]
If you're comfortable with C++ and Unreal Engine, the house that built Killing Floor 2 seeks an AI programmer like you to work on character and monster AI in Tripwire's Roswell, GA offices.
Console/PC, Programming, Recruitment

Don't Miss: What I learned coding X-Wing Vs. TIE Fighter Exclusive 2
by Peter Lincroft [04.17.15]
In this classic 1999 feature, Totally Games programmer Peter Lincroft offers a behind-the-scenes look at the design of X-Wing Vs. TIE Fighter -- with a specific focus on its multiplayer systems.
Console/PC, Programming, Exclusive

Blog: Change your game designers' lives with faster data 1
by Gamasutra Community [04.17.15]
The road to faster, more complete analytics: From a bad solution to a better one, and onward from there -- this post explores the advantages of delivering more data more quickly.
Smartphone/Tablet, Programming, Design, Business/Marketing

Get a job: Sony Santa Monica seeks an experienced Maya Programmer  
by Staff [04.16.15]
Handy with Maya? Sony's Santa Monica branch is looking for someone like you to work alongside the God of War team.
Console/PC, Programming, Recruitment

Implementing an open-world isometric game engine on a block-world design  
by Gamasutra Community [04.16.15]
One develoment approach for isometric, voxel-based world from an indie: "Algorithms and solutions I discovered during my final exams in school and improved in the last two years."
Console/PC, Indie, Programming

Learn about player behavior and DX12 tech in first GDC Europe 2015 talks  
by Staff [04.16.15]
A nuts-and-bolts Vulkan/DX12 talk from AMD and a frank look at how player psychology affects game design are the first of many talks at GDC Europe 2015 this August in Cologne.
Console/PC, Programming, Design, GDC Europe