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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.

Posted by Chelsea Blasko on 04/16/21 10:26:00 am in Serious
This is a reflective piece from Iron Galaxy's Co-CEO Chelsea Blasko about growth and lessons learned, one year later since the start of the pandemic.

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.

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 Edward Castronova on 03/12/21 11:05:00 am in Design, Serious
A business man asks car makers to deliver his goods.

Posted by Chelsea Blasko on 03/08/21 10:44:00 am in Serious
In all, 2.5 million women have left the workforce last year. Iron Galaxy Studios focuses on diversity & inclusion has helped the studio expand throughout 2020 to 180+ personnel with close to 17 percent being women.

Posted by Natalie Mikkelson on 02/24/21 10:20:00 am in Design, Serious, Indie
A short look at companion characters in non-linear games: How can we make them shine with limited spotlight? What are the key ingredients that make us feel so attached to these characters?

Posted by Bob Whitaker on 02/22/21 10:57:00 am in Console/PC, Serious
History Respawned talks with Professor Andre Sorensen about Cyberpunk 2077. Topics include Night City as an urban dystopia, the history of cities as a corrupting influence, and why Tokyo often represents the future in so much speculative fiction.

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.

For those who never went through an occlusion culling tutorial in Unity... can you guess what's wrong in this game's indoors scene?