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Updates » Programming
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

Learn all about Destiny's customizable character design at GDC 2014  
by GDC Staff [12.30.13]
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, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Ring in 2014 by making a game for the New Year Game Jam  
by Alex Wawro [12.30.13]
The second annual NYGJ is nigh, challenging entrants to create a game in the 48 hours between midnight December 31 and midnight January 2. Champagne, kisses and cheering are optional but encouraged.
Console/PC, Indie, Programming, Art, Audio, Design

Blog: How to roll your own STL vector  
by Gamasutra Community [12.30.13]
"STL vectors offer a great combination of dynamically resizing convenience and low level contiguous buffer accessing performance," writes Thomas Young, and he describes here how to code your own.
Console/PC, Programming

Get a Job: Syntertainment is hiring a client developer for 'Will Wright's Next Big Thing'  
by Staff [12.27.13]
Development is apparently ramping up on Will Wright's next project, as his company is hiring a low-level Unity plug-in developer with iOS and Android experience.
Smartphone/Tablet, Programming, Recruitment, Mobile Games

Best of 2013: Inside the PlayStation 4 with Mark Cerny Exclusive 74
by Christian Nutt [12.27.13]
In one of our most fascinating articles of the year, Gamasutra spoke to PlayStation 4 lead architect Mark Cerny about the design process and capabilities of Sony's console.
Console/PC, Programming, Business/Marketing, Exclusive

Best of 2013: Programmer, interrupted GDMag Exclusive 17
by Chris Parnin [12.26.13]
There are many distractions at work, and unfortunately, our understanding of interruption and remedies for restoring focus are not too far from homeopathic cures and bloodletting leeches.
Programming, GD Mag Exclusive

Blog: An introduction to particle projectiles in Unity 2
by Gamasutra Community [12.26.13]
Tony Yotes writes about how he made a looping particle emitter in a cone shape using Unity's particle editor to create a gun for a 2D shooter.
Console/PC, Smartphone/Tablet, Indie, Programming

Blog: Efficient vectors of vectors 3
by Gamasutra Community [12.24.13]
STL style vectors are convenient because they hide the details of internal buffer management, and present a simplified interface, but sometimes convenience can be a trap.
Console/PC, Programming

Get a job: Insomniac is hiring a new QA Engineer  
by Staff [12.23.13]
The house that builds Ratchet & Clank and Resistance (plus the upcoming Sunset Overdrive) is looking to expand the family with a few new hires, including a Q&A position.
Console/PC, Programming, Production, Recruitment

Blog: Secrets of the Unity animation view 5
by Gamasutra Community [12.23.13]
Unity game developer Will Hendrickson shares tricks for using the popular engine's animation view, which he calls "single most powerful time-lining tool you have," for gameplay features.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Mobile Games

Developing HTML5 games in 2013: A look back 11
by Gamasutra Community [12.23.13]
From platform issues, to tools and even commercial performance, HTML5 developer Matt Hackett looks back at a year of tumult for the development platform.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Best of 2013: Gamasutra's Top Games of the Year 51
by Gamasutra Staff [12.23.13]
In 2013, we handled our "Game of the Year" list quite differently. Instead of publishing a single top 10, Gamasutra writers simply picked five games that they loved most in 2013. Here they are, all in one place.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Your game's Facebook App Center page can now show videos  
by Alex Wawro [12.20.13]
Facebook developers can now add autoplay videos to their App Details page, which should make it easier to showcase high-action Facebook games.
Social/Online, Programming, Design, Business/Marketing

Best of 2013: The stories behind the SCUMM engine Exclusive 13
by Staff [12.20.13]
It's rare that the mention of a video game engine elicits strong emotions, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder shares the stories behind the well-regarded engine.
Console/PC, Programming, Business/Marketing, Exclusive