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Features » Programming
Game Tools Tune-Up: Optimize Your Pipeline Through Usability 5
by Dan Goodman [05.06.09]
How do you perfect your custom-created game tools? Sega and LucasArts veteran and Robotic Arm Software founder Goodman discusses tips and tactics for methodology when you roll your own tools.

Secrets of Multiplatform Data Baking  
by Noel Llopis [05.06.09]
In this technical article, originally printed in Game Developer magazine late last year, veteran game programmer Llopis continues his look at data baking by examining how different console and PC game platforms treat data in memory.
Programming, Visual Computing

Sponsored Feature: OMG, Multi-Threading is Easier Than Networking 11
by Array [04.29.09]
In his new Intel sponsored feature, part of the Visual Computing section of Gamasutra, former Insomniac and current Intel staffer Orion Granatir introduces threading by comparing it to networking in games.
Programming, Visual Computing

Custom Tools: Environment Artists and Game Editors 7
by Steve Theodore [04.22.09]
In this art-centric article, originally published in Game Developer magazine, Bungie's Steve Theodore discusses visualizing game environments, and why 'an upgrade to your tool chain is a great opportunity to upgrade the relationship between artists and designers'.
Programming, Art, Visual Computing

Developing AI in Darwinia 4
by Gary Chambers [04.18.09]
In a detailed AI-focused postmortem, Introversion's Gary Chambers discusses the challenges and successes of creating the AI system for Darwinia and its multiplayer counterpart Multiwinia.
Postmortem, Programming, PC, Console/PC, Indie

Sponsored Feature: Implementation of Fast Fourier Transform for Image Processing in DirectX 10 1
by Raghu Muthyalampalli [04.16.09]
In this Intel-sponsored feature, part of Gamasutra's Visual Computing section, Muthyalampalli examines how you can use the fast Fourier transform (FFT) for image processing.
Programming, Visual Computing

Choosing The Game Engine That Can 5
by Array [04.13.09]
Game engines are a key part of development -- and Gamasutra talks to developers at Wideload and GRIN and engine surveyor Mark DeLoura on the choices available, from building to buying from a plethora of providers.
Business/Marketing, Programming

Delicious Data Baking  
by Noel Llopis [04.08.09]
In this technical article, originally printed in Game Developer magazine late last year, veteran game programmer Llopis looks at data baking - that is to say, the steps that 'take raw data and transforms it into something that is ready to be consumed by the game'.
Programming, Visual Computing

Data Alignment, Part 2: Objects on The Heap and The Stack 4
by Noel Llopis [03.31.09]
Continuing his two-part article on data alignment, game programming veteran Llopis explains how to align objects on the heap, and use this effectively for game coding.

Sponsored Feature: Optimizing Game Architectures with Intel Threading Building Blocks 1
by Brad Werth [03.30.09]
In this sponsored feature, Intel's Brad Werth explains the company's open-source Threading Building Blocks structure and its potential use within video games.
Programming, Visual Computing