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Features » Programming
Postmortem: Overhaul Games' Baldur's Gate: Enhanced Edition 6
by Trent Oster [04.15.13]
How did a PC classic get reborn as a multiplatform "enhanced edition"? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Postmortem, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Making a Game the Nintendo Way - Luigi's Mansion: Dark Moon 7
by Christian Nutt [04.12.13]
Nintendo will work on games for a long time before it's ready to ship, making sure that the gameplay is polished, fun, and surprising. This Luigi's Mansion: Dark Moon interview gets to the bottom of the process.
Design, Programming, Production, Interview, Console/PC

Making the Move to HTML5, Part 3 7
by David Galeano, Duncan Tebbs [03.07.13]
Thinking of targeting HTML5 for mobile games? What about high-end projects? Whatever your goal, this feature has you covered -- it's a deep delve into a variety of essential components of a game using the tech, discussing its application in different types of projects.
Programming, Social/Online, Smartphone/Tablet

Making the Move to HTML5, Part 2 5
by David Galeano, Duncan Tebbs [02.21.13]
A second technical article on developing games in HTML5 from the engineers at startup Turbulenz, these former Criterion developers walk you through essentials for making games using the standard, including graphics, timers, and core functionalities.
Programming, Social/Online

Making the Move to HTML5, Part 1 14
by David Galeano, Duncan Tebbs [02.07.13]
In this first of a three-part series, seasoned console developers, formerly of Criterion, describe the process of moving to HTML5 development, discussing the differences between working in C and JavaScript, and explaining dealing with the difficult environment of the browser.
Programming, Social/Online

Suck at Coding, But Make Games Anyway 27
by Jay Weston [12.05.12]
Artist Jay Weston explains how despite limited patience for and understanding of programming he was able to use Unity and the Playmaker visual scripting system to develop Unknown Orbit, a 3D iOS game he released this week.
Programming, Smartphone/Tablet

Fire, Blood, Explosions: Prototype 2's Over-the-Top Effects Tech 5
by Keith O'Conor [10.23.12]
In this article by Radical Entertainment senior rendering coder Keith O'Conor, he describes the nuts and bolts of the game's particle system -- detailing exactly how it produces great looking effects that perform well in the open-world adventure game.
Programming, Art

Solving Smartphone Performance Problems 12
by Itay Duvdevani [10.03.12]
In this technical article, MoMinis programmer Itay Duvdevani explains how he and his colleagues solved what should have been a very simple sorting problem creatively, and upgraded their smartphone game engine in the process.
Programming, Smartphone/Tablet

The Ins and Outs of Native Client 4
by Array [08.02.12]
Curious about Native Client? Google's new technology allows native C/C++ code to be run in a web browser -- which is great -- but what are the practical issues around getting a game to run with it? What are the practical pitfalls and drawbacks? Developer Jeff Ward, who's shipped an NaCl game, explains.

Scaling a Physics Engine to Millions of Players 10
by Kevin He [07.12.12]
An ex-Blizzard physics and networking lead for online game Roblox shares the secrets of how the Lego-like building game simulates rigid bodies for millions of players at a time -- without losing either performance or fun.
Programming, Social/Online