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January 22, 2018
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Features » Programming
The Burger Speaks: An Interview With An Archmage 9
by Matt Barton [12.27.10]
An in-depth interview with Rebecca Heineman, better known as "Burger", national Space Invaders champion, veteran of Interplay, brain behind the cult classics Tass Times, Wasteland, and Bard's Tale III.
Design, Programming, Production, Art, Interview

Hot Failure: Tuning Gameplay With Simple Player Metrics 10
by Chris Pruett [12.16.10]
In this article taken from Game Developer magazine's September 2010 issue, Google game developer advocate Chris Pruett describes how he quickly and cheaply implemented useful metrics into his Android game, Replica Island.
Design, Programming, Smartphone/Tablet

Revamping Character Creation In EVE Online 8
by Torfi Frans Olafsson, Arnar Hrafn Gylfason, Benjamin Bohn, Sveinbjörn Magnússon, Ásgeir Jon Ásgeirsson [12.09.10]
The popular MMO, which originally launched in 2003, has recently replaced its character creation system with an entirely new one, and here, CCP's senior staff takes Gamasutra readers on a tour of the concepts and methods that resulted in the soon-to-launch tool.
Design, Programming, Art, Social/Online

The Game Developer 50 24
by Brandon Sheffield, Jeffrey Fleming [11.17.10]
Gamasutra presents Game Developer magazine's selections for 50 of those who have had the most influential contributions to the game industry in the last year -- in the realms of art, programming, design, business, and evangelism.
Business/Marketing, Design, Programming, Production, Art

Sponsored Feature: How Rise of Flight Increased FPS By Up To 50% 6
by Sergey Vorsin, Orion Granatir [11.17.10]
In this Intel-sponsored feature, Sergey Vorsin, lead programmer at Neoqb, presents a case study on how Intel Graphics Performance Analyzers helped significantly improve the speed and performance of Rise of Flight: The First Great Air War.
Programming, Sponsored Feature - Intel

Sponsored Feature: Building a Highly Scalable 3D Particle System 4
by Orion Granatir [11.03.10]
In this Intel-sponsored article, Orion Granatir explores two approaches for building a highly scalable 3D particle system: task-based threading and SSE. The good news: 3D particle systems are ideal candidates for multithreading even if you’re a novice.
Programming, Sponsored Feature - Intel

The Secrets Of Enemy AI In Uncharted 2 15
by Benson Russell [11.03.10]
Naughty Dog combat designer Benson Russell walks us through the decisions made when revamping Uncharted's combat AI for the award-winning sequel, complete with scripting techniques and nitty-gritty details.
Design, Programming

Postmortem: Vector Unit's Hydro Thunder Hurricane 7
by Matt Small [10.27.10]
EA and Stormfront Studios veteran Matt Small shares successes and defeats in his small team's transition from large studio to small startup while developing Hydro Thunder Hurricane for Xbox Live Arcade.
Design, Postmortem, Programming, Production, Art, Console Digital

Sponsored Feature: First Look at Sandy Bridge: Integrating Graphics into the CPU 5
by Orion Granatir [10.12.10]
In his latest Intel-sponsored Gamasutra column, Orion Granatir offers the key highlights of Intel's entry into the processor-graphics arena: Sandy Bridge (codename for the recently announced 2nd Generation Intel Core processors).
Programming, Sponsored Feature - Intel

The Unity 3 Interview 14
by Christian Nutt [10.11.10]
Gamasutra sits down with Unity CEO David Helgason and product evangelist Tom Higgins to discuss the engine's recent major release and the driving forces behind its development -- plus a peek into future iterations.
Business/Marketing, Programming, Interview, Smartphone/Tablet, Console Digital