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September 21, 2019
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Features » Programming
Streaming for Next Generation Games 4
by fredrik lnn [11.30.06]
In today's Gamasutra technical article, Fredrik Lnn from Avalanche Studios discusses proper content streaming techniques for next-gen consoles, such as those he utilized for the 1,024 square km terrain on Just Cause.
Programming

Implementing Dataports  
by Martin Linklater [11.16.06]
In this technical feature, Sony Computer Entertainment's Martin Linklater (Wipeout: Pure) explains his process for utilizing dataports, a data structure which has has a unique global identity at runtime.
Programming

Principles of Virtual Sensation  
by Steve Swink [11.14.06]
In today's insightful Gamasutra feature, Flashbang Studios game designer Steve Swink explores the principles of creating 'feel' in games: the art of giving players a feeling of challenge, mastery, and control.
Design, Programming, Art

Automated Build and Test Systems for Games  
by Mark Cooke [11.09.06]
Nihilistic lead gameplay programmer Mark Cooke (Marvel Nemesis: Rise of the Imperfects) guides us through Nihilistic's approach to building a test system which, as he puts it, "lets a machine do the repetitive and time consuming tasks."
Programming

A 2D Render Base Using Policy Based Design  
by Zhaolin Feng [11.01.06]
In this technical feature, Chinese casual games programmer Zhaolin Feng gives us his tutorial on creating a fluid 2D render base, using a technique inspired by Andrei Alexandrescu's Modern C++ Design.
Programming, Art

Beyond Machinima: Rudy Poat and John Gaeta on the Future of Interactive Cinema  
by Jason McMaster [10.17.06]
Visual effects designer John Gaeta, best known for his Oscar-winning 'bullet time' effects for The Matrix, talks to Gamasutra about his collaboration with EA's Rudy Poat on a startling new film using real-time game engine manipulation and AI.
Design, Programming, Production, Art

Creating A Post-Processing Framework: 1
by Marko Kylmamaa [10.03.06]
In this technical article, Marko Kylmamaa explains how to create a powerful post-processing framework, to add features from basic blooming to color space manipulation and image perturbation to your game.
Design, Programming

Modeling Opinion Flow in Humans Using Boids Algorithm & Social Network Analysis 1
by Skip Cole [09.28.06]
In this fascinating technical article, Skip Cole discusses the possibility of mapping masses of rapidly-changing human opinions for use on game NPCs - introducing new types of gameplay along the way.
Design, Programming

Swiss Army Chainsaw: A Common Sense Approach to Tool Development  
by Ben Campbell [09.21.06]
In today's Gamasutra cover feature, programming veteran Ben Campbell (Heavenly Sword, Creatures series) boils his tool development experience down to snippets of wisdom, useful for developers of all experience levels!
Programming

Indie Postmortem: 'FishEd'  
by Andy Roberts [09.19.06]
Scary Fish, Ltd. Managing Director Andy Roberts provides a postmortem of 'FishEd,' the unique and powerful 2D map editing suite he designed from the ground up in the Blitz+ programming language, in today's Gamasutra cover feature.
Postmortem, Programming, Production