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September 21, 2018
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Category: Programming


Expert RSS


Posted by Simon Carless on 09/02/18 11:13:00 pm in Programming
This week's highlights include analyses or interviews on Donut County, Exapunks, Prey: Mooncrash & many more.

Posted by Joost van Dongen on 08/30/18 10:38:00 am in Programming
I'm working on a procedural music generator that composes music and plays it using digital instruments. It's already producing pretty interesting results in the early stages so in this post I share the basic ideas and discuss my approach to coding it.

Posted by Trevor Diem on 08/29/18 10:10:00 am in Programming
This is an overview of the full motion video pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll investigate how we were able to achieve our remastered FMVs.

Posted by Simon Carless on 08/26/18 06:46:00 pm in Programming
This week's highlights include a look at innovative 'alternative arcade' Two-Bit Circus, a retrospective on the creation of GoldenEye for the N64, and lots more besides.

Posted by Krzysztof Solarski on 08/20/18 03:35:00 pm in Programming
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.

Posted by Simon Carless on 08/19/18 09:07:00 pm in Programming
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.

Posted by Simon Carless on 08/13/18 12:25:00 am in Programming
This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.

Posted by Ben Weber on 08/10/18 09:24:00 am in Programming
Procedural content generation needs automated playtesting, here’s one approach to explore.

Posted by Krzysztof Solarski on 08/09/18 11:08:00 am in Programming
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.

Posted by Tommy Thompson on 08/06/18 09:46:00 am in Programming
Eight years in development, 2016's DOOM was a long awaited return for the franchise. I take a look at the AI toolchain adopted in the game, where it comes from and the secrets that reinforce the game's 'Push Forward Combat' philosophy.