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Features » Programming
Postmortem: Defense of the Ancients 8
by steve feak, Steve Mescon [03.19.09]
In a Gamasutra-exclusive postmortem, some of the key figures behind seminal Warcraft III mod Defense Of The Ancients, now working on the DoTA-influenced League Of Legends for Riot Games, provide a look at the creation of the original title.
Design, Postmortem, Programming, Production

Intelligent Mistakes: How to Incorporate Stupidity Into Your AI Code 17
by Mick West [03.18.09]
Neversoft co-founder West presents a thought-provoking look at improving the believability of AI opponents in games by upping their use of "intelligent mistakes."

Who Among Us Shall Build This Shader? 7
by Steve Theodore [03.16.09]
In a game artist-specific Gamasutra feature, former Valve and current Bungie art veteran Steve Theodore examines the state of artist-friendly shader tools.
Programming, Art

Data Alignment, Part 1 7
by Noel Llopis [03.06.09]
In the first of a two-part article, Noel Llopis exposes techniques for optimizing game performance by aligning data effectively, showcasing techniques and code samples to smooth out the process.

The Death of Rigging? 9
by Steve Theodore [03.02.09]
In this in-depth article, Valve veteran Steve Theodore examines an alternative to the traditional animation rigging system currently used throughout the game industry.
Programming, Art

Sponsored Feature: Designing the Framework of a Parallel Game Engine 4
by Jeff Andrews [02.25.09]
In this sponsored Gamasutra feature, part of the Visual Computing Microsite, Intel application engineer Jeff Andrews discusses how single-threaded game engines may increasingly be outclassed by multithreaded solutions that are more sophisticated, but also more complex to create and optimize.
Programming, Visual Computing

Sponsored Feature: Light It Up! Quake Wars Gets Ray Traced 4
by Daniel Pohl [02.13.09]
Ray tracing can offer amazing graphical renderings, but it is often seen as too computationally taxing for real-time use. In this sponsored article, part of the Intel Visual Computing microsite, David Pohl of Intel's ray tracing group discusses how his team brought their past successes with the technique to Splash Damage's multiplayer shooter Enemy Territory: Quake Wars.
Programming, Visual Computing

Creating All Humans: A Data-Driven AI Framework for Open Game Worlds  
by John Krajewski [02.04.09]
Populating an entire game world with characters that give an impression of life is a challenging task, and it's certainly no simpler in an open world. Senior AI programmer John Krajewski explains how he did it in Destroy All Humans 2.
Programming, Visual Computing

The Pure Advantage: Advanced Racing Game AI 17
by Eduardo Jimenez [02.03.09]
How do you stop racing game AI seeming unfair, but heighten competition? Black Rock's Jimenez goes in-depth to reveal the company's AI tactics for the critically acclaimed Pure.
Design, Programming

Ragdoll Physics On The DS 4
by Eric Brown [01.29.09]
In this Gamasutra technical article, programming veteran Brown shows how the Nintendo DS can be used for surprisingly complex character-based physics calculations.