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July 4, 2020
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Understanding how to implement a prototype (or 'template') system in The Machinery  
by Niklas Gray [07.03.20]
In The Machinery, we call our templates prototypes and in this blog post, I’ll describe how our prototype system works and try to explain why we made the choices we did.
Programming

Don't Miss: Blizzard's postmortem of Diablo II 4
by Gamasutra Community [06.29.20]
20 years ago, Blizzard North emerged from a year-long crunch to release Diablo II into the world. In this classic postmortem, find out what went right and what went wrong during those long months.
Design, Programming, Console/PC

Video Game Deep Cuts: SpongeBob's Death Come True  
by Gamasutra Staff [06.26.20]
Death Come True, Hylics 2, and the SpongeBob game remake are just a few of the things featured in this week's new Video Game Deep Cuts link round-up.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: Using deep learning to combat cheating in Counter-Strike  
by Staff [06.24.20]
In this GDC 2018 talk Valve's John McDonald discusses how the company has utilized deep learning machine learning techniques to combat cheating in Counter-Strike: Global Offensive.
Programming, Console/PC, Video, Vault

Don't Miss: What went right (and wrong) during Deadly Premonition's development 2
by Staff [06.24.20]
The open world survival horror comedy game Deadly Premonition turns five this month. We celebrate by reprinting an exhaustive Game Developer magazine postmortem of this cult classic.
Design, Programming, Production, Art, Console/PC

Don't Miss: The untold story of Lumines: Electronic Symphony 4
by Staff [06.23.20]
How did the PlayStation Vita's puzzle star take shape? Producer James Mielke walks through early concepts for the game, outlines production difficulties, including in-progress screens and video.
Design, Programming, Production, Art


Video Game Deep Cuts: I Am Iron Man  
by Simon Carless [07.04.20]
Notes on the latest games and interesting links of the week, from Iron Man VR to Townscaper and beyond.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Social/Online

Where Are You Wasting Your Game's Memory? (Memory Profiler: Part 2)  
by Ruben Torres Bonet [07.02.20]
Today, I will show you around the neat memory map visualization mode that this experimental package brings to your table: How is your memory layout structured? What memory regions does Unity have? How fragmented is your memory?
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR

Why You Need a Game Career Strategy  
by rahul sehgal [07.01.20]
Having a sound career strategy is essential for video game-makers to be able to do meaningful work as well as earn a decent living. In this article I chart out the broad contours of the actions one should take to prepare for the future
Business/Marketing, Design, Programming, Production, Art

Unity3D – Reducing the APK file size of your build for mobile device  
by Damien FREMONT [06.30.20]
Keeping the file size of the built app to a minimum is important, especially for mobile devices or for app stores that impose a size limit.
Programming, Indie, Smartphone/Tablet

Prototypes in The Machinery  
by Niklas Gray [06.30.20]
Describes the implementation of the prototype system in The Machinery.
Programming

My 10 Year Game Development Journey  
by Nico Tuason [06.29.20]
A long article about my experiences as a game developer for the past 10 years, including my failures, successes, and major life events.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie


innogames — Hamburg, Germany
[07.03.20]
PHP Game Developer - Grepolis


Remedy Entertainment — Espoo, Finland
[07.03.20]
Programmer (Character Technology team)


Square Enix Co., Ltd. — Tokyo, Japan
[07.03.20]
Experienced Game Developer


Remedy Entertainment — Helsinki, Finland
[07.01.20]
Technical Director


Wooga GmbH — Berlin, Germany
[07.01.20]
Unity Game Engineer
Unity Game Engineer

innogames — Hamburg, Germany
[06.29.20]
Java Software Developer - Core Team


Remedy Entertainment — Espoo, Finland
[06.29.20]
Senior Programmer (Character Technology team)


Remedy Entertainment — Espoo, Finland
[06.29.20]
Senior Gameplay Programmer


Woodbury University — Burbank, California, United States
[06.14.20]
GAME DESIGN INSTRUCTOR


Windwalk Games — San Francisco, California, United States
[06.12.20]
Software Engineer