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October 19, 2021
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Posted by Tommy Thompson on 04/29/21 04:10:00 am in Design, Programming, Console/PC
Ensuring players can follow the action is critical to turn-based strategy, and in Gears Tactics, AI helps make that happen.

In this blog post I will show you how to use object pooling in Unity 2021 with this new official API so you don't have to mess with 3rd party code that breaks on every Unity upgrade.

The latest issue of the Rendered newsletter talks about Epic's acquisition of a major photogrammetry tool, Microsoft's Hololens Army Deal, and brings a brief overview of "assisted creation" techniques and tools.

The recent patenting of the Nemesis system in the Middle-Earth series is a blow to the ecological system of entertainment, where the game business runs the risk of painting itself into a corner.

Posted by Tommy Thompson on 04/08/21 10:59:00 am in Design, Programming, Art, Serious, Indie
Exploring the inner workings and 10-year journey behind the development of Ultima Ratio Regum: a roguelike that procedurally generates cultural human cultures.

Posted by Joost van Dongen on 03/18/21 11:27:00 am in Programming, Art, Indie
This post discusses how we designed the Blightbound Skin Editor so that we can reuse 2D animations, swap gear, quickly tweak the looks of characters, add special effects and attach objects to characters convincingly.

Game music composer Winifred Phillips shares an extensive list of online resources, including upcoming industry conferences, online communities, bulletin boards, and a round-up of audio software. Features links to free videos of conference sessions.

Posted by Joost van Dongen on 03/11/21 11:04:00 am in Programming, Art, Console/PC, Indie
For Blightbound we wanted high quality animation, screen-filling bosses, crisp characters, high framerate and swappable gear. This post discusses why sprite sheets didn't work and what we used instead.

Diving into Unity's new 2D Animation package and finding a lot to love for the creation sprite-based 2D games.

Posted by Piotr Bomak on 02/12/21 11:11:00 am in Design, Programming, Console/PC, Serious, Indie
In this article we describe the process of implemention raytraced ambient occlusion into The Riftbreaker. We describe the process, the obstacles we had to overcome and the optimizations we included along the way.