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July 30, 2014
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Updates » Programming
Procedural generation of word game boards 4
by Gamasutra Community [04.25.14]
Difficulties in playtesting lead to new ideas for how to create procedurally-generated boards for a Unity-based word game. This post covers thoughts on how to do it right.
Social/Online, Smartphone/Tablet, Indie, Programming, Design

Epic releases Unreal Engine 4.1, including PlayStation 4, Xbox One support 4
by Christian Nutt [04.24.14]
Subscribers can now download the new version from GitHub, including both the stable build and "bleeding edge," untested new code.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Automatic avoidance for player characters on an indie budget 4
by Gamasutra Community [04.23.14]
Mike Bithell (Thomas Was Alone) describes how he's emulated the smart input optimization you see in triple-A games in his upcoming Volume -- in a quick and simple way.
Console/PC, Indie, Programming

An evolutionary algorithm in action: Darwin's Nightmare 1
by Gamasutra Community [04.22.14]
"In this game, all enemy craft designs are obtained by varying a unique genotype: whenever a new ship appears on the screen, digital DNA is recombined to create a new type."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design

Book review: OpenGL Development Cookbook  
by Gamasutra Community [04.21.14]
We have very advanced books like GPU Pro, and books for beginners like OpenGL SuperBible. It is great to see a book that is something between those two extremes.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Video: Breaking down the seven-year development of Antichamber 3
by Staff [04.18.14]
Indie developer Alexander Bruce shares his development philosophy and what he learned from creating Antichamber in a postmortem talk given at GDC 2014.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault, GDC

'What's the best game dev educational resource you've ever used?' Exclusive 2
by Staff [04.18.14]
There's a lot of great educational resources out there that can help you refine your game development skills -- the trouble is knowing where to look.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Blog: How DevOps can impact the experience of free-to-play games  
by Gamasutra Community [04.18.14]
"There are a host of technical issues that can -- and will -- undermine the player experience, even in the best-designed games."
Social/Online, Smartphone/Tablet, Programming, Production, Business/Marketing

If Steam is too crowded, can we create an algorithm for discovering hidden gems? 23
by Gamasutra Community [04.18.14]
"My twitter friends are constantly giving visibility for 'hidden gems' and I think we should keep doing that. At the same time, I think we can supplement those efforts with some mathematical tools."
Console/PC, Indie, Programming, Business/Marketing

Reminder: GDC Europe 2014 call for talks ends Monday  
by GDC Staff [04.18.14]
Don't miss the April 21 deadline to submit proposals for talks, roundtables and panel sessions at GDC Europe 2014, which will be held in Cologne, Germany August 11-13.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Glitchspace is a first-person programming game Exclusive 1
by Mike Rose [04.17.14]
I've played pretty much every first-person puzzler under the sun, so it's rare to find a game that really throws me a curveball. Glitchspace is very much that curveball.
Console/PC, Indie, Programming, Design, Business/Marketing, Exclusive, Video

Getting your Unity game on Vita with Unity for PSM 10
by Gamasutra Community [04.17.14]
You can now publish Unity games directly to Sony's PlayStation Mobile -- which means publishing on Vita. But... how do you do it? This post explains.
Console/PC, Indie, Programming, Production

Procedural, dynamic room generation 7
by Gamasutra Community [04.17.14]
On making a game that evolves as the player plays: "The maps generated with this new technique were much more interesting to navigate, as well as connecting much more fluidly."
Console/PC, Indie, Programming, Design

Let there be shadow: Programming vertex shaders in Unity 10
by Gamasutra Community [04.17.14]
Want your own vertex/fragment shader shadows in Unity? "Luckily, Unity provides you the means to get this working! The catch? Documentation on this is lacking or even non-existent."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

School of Dragons postmortem: Juggling PC and mobile dev on an MMO  
by Gamasutra Community [04.16.14]
An in-depth look back at the development of School of Dragons, with an eye toward production process and live services -- and challenges hit when the game changed platforms during development.
Programming, Design, Production

GDC Europe 2014 opens registration, continues call for papers  
by GDC Staff [04.16.14]
You can now register early at a discounted rate to attend this year's GDC Europe, which will be held in Cologne, Germany August 11-13. Also, you still have time to submit talk proposals for the show.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC, GDC Europe

Blog - Building it big: Hundreds of billions of worlds 2
by Gamasutra Community [04.14.14]
"I decided it would be an MMO, I'd work on it alone, and we would have the entire Milky Way modeled in the game, as closely as we could."
Console/PC, Indie, Programming, Design

Crafting To Leave, an autobiographical indie game from Ecuador Exclusive 2
by Alex Wawro [04.14.14]
Upcoming indie puzzle-platformer To Leave was built a team of student developers, and purports to be the first PSN game based on original IP to ever come out of Ecuador.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Exclusive, Video

Postmortem: Touchscreen ninja action game Shadow Blade 9
by Gamasutra Community [04.14.14]
"The main design goal for Shadow Blade was to create a platformer for mobile devices that would embrace touch controls as much as possible."
Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

But is it hot? Design challenges for sex in games Exclusive 28
by Leigh Alexander [04.14.14]
A panel at Different Games convened designers working on expressing intimacy, sexuality and diversity in games to talk about ways to confront common design challenges, and evolve the role sex plays in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive