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September 20, 2018
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  • Editor-In-Chief:
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Features » Programming
Aces High: Numerical Techniques in Poker AI 3
by Simon Tomlinson [09.30.10]
Game programmer Tomlinson (Need For Speed: Shift) analyzes techniques for working with poker AI in this advanced technical article, offering up tricks for generating AI behavior in the well-studied game.
Design, Programming

Sponsored Feature: Finding the Next Challenge in Visual Computing  
by Orion Granatir [09.29.10]
In this Intel-sponsored feature, Intel veteran and former Insomniac staffer Orion Granatir starts his 'Core Insight For Core Developers' column by examining the optimization of games for multi-core processors.
Programming, Sponsored Feature - Intel

Creating Dedicated PC Servers For Console Games 3
by Denis Papp [09.16.10]
Denis Papp, CTO of TimeGate Studios, describes the process the team went through to enable a user-hosted PC server solution for Section 8 -- its Unreal Engine 3-powered shooter -- on Xbox 360 and PlayStation 3.
Business/Marketing, Design, Programming

Infinite Space: An Argument for Single-Sharded Architecture in MMOs 23
by Kjartan Emilsson, CCP Team [08.09.10]
In this technical piece, the team behind idiosyncratic MMO success EVE Online discusses precisely why sharing a single world between all of its players makes sense.
Design, Programming, Social/Online

Postmortem: Tale of Tales' The Path 8
by Michael Samyn, Auriea Harvey [07.22.10]
Tale of Tales' Michal Samyn and Auriea Harvey talk about their lauded indie game The Path from inception to post-release, taking in creative drives and methods, sales and critical reception -- and defining what inspiration and success mean in their own terms.
Audio, Design, Postmortem, Programming, Production, Art, Indie

Branching For The Win: How Black Rock Uses Code Branches 6
by julian adams [07.20.10]
Black Rock (Split/Second, Pure) core technology group member Julian Adams explores the practical ins and outs of code branches -- including how his team has implemented them, productivity gains, and compromises inherent in the approach.
Programming

Going Inside The 3DS 1
by Kris Graft [07.09.10]
Griptonite Games studio head JC Connors discusses his experiences with the Nintendo 3DS hardware as one of the first external developers to work with it, and how the new handheld is best served from technological, design, and art perspectives.
Business/Marketing, Programming, Art, Interview

Center of Mass: Tools and Techniques for Animating Natural Human Movement 11
by Eiko Oba [05.20.10]
In this Game Developer magazine reprint, a gymnast and UFC developer dives into how the center of mass of a character is the basis for all realistic motion -- and delivers the technical know-how to achieve it.
Design, Programming

The Secrets Of Cloth Simulation In Alan Wake 11
by Henrik Enqvist [04.29.10]
Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in Microsoft's horror-thriller Alan Wake.
Programming, Art

Postmortem: Magnin & Associates' Skittleball 2
by Ed Magnin, Paul Schorn [04.27.10]
In Gamasutra's first postmortem of an iPad game, two members of the team at Magnin & Associates, a veteran developer of portable games, discuss the difficulties and surprising benefits of developing Skittleball for Apple's new platform.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Smartphone/Tablet