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July 14, 2020
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Category: Programming

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Posted by Simon Carless on 06/20/20 04:02:00 pm in Programming
The latest Video Game Deep Cuts (new games/best links of the week!) features Summer In Mara, Beyond Blue, and... 3D graphics card box art?

Posted by Tommy Thompson on 06/17/20 10:33:00 am in Programming
With The Last of Us part 2 approaching release, let's dig into the AI design and development of the Hunters, the Infected and Ellie.

Posted by Ruben Torres Bonet on 06/15/20 11:04:00 am in Programming
Today, I had the pleasure to interview Ian Deane. Ian is the developer behind Mesh Baker, the famous Unity asset that lets you drastically reduce your draw calls so your game runs at substantially higher frame-rate. Welcome Ian!

Posted by Simon Carless on 06/12/20 05:12:00 pm in Programming
The latest links of the week include new games The Last Of Us Part II & Little Orpheus, plus PC shareware relic Ken's Labyrinth & lots more!

Posted by Simon Carless on 06/05/20 06:29:00 pm in Programming
From a new Konami indie publishing initiative (Skelattack) to the release of Riot's much-hyped Valorant, plenty to talk about this week.

Posted by Ruben Torres Bonet on 06/03/20 10:21:00 am in Programming
In this article, I'll show you how to apply Unity C# 7.0: ref locals & returns to simplify your game code and make your programming intentions clear when you deal with C# value types.

Posted by Tommy Thompson on 06/03/20 05:03:00 am in Programming
Exploring the four design pillars of stealth AI.

Posted by Simon Carless on 05/31/20 05:30:00 pm in Programming
Particularly this week, with all that’s going on, it feels weird to be putting out a newsletter about video games. But here's one anyway, covering the top games/links of the week.

Posted by Simon Carless on 05/28/20 05:45:00 pm in Programming
Brandon Sheffield of Necrosoft Games & the Insert Credit podcast contributes some great, often retro & Japanese-focused picks for his favorite game culture links of all time.

Posted by Brad Wardell on 05/27/20 02:48:00 pm in Programming
Using a scripting language to write gameplay code has traditionally been a delicate proposition. Scripted code is faster to iterate but a lot slower. Scripted code can be modded easier but hard to debug. In the past few years, a lot has changed.