Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 24, 2017
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Programming
Creative Assembly partners with London college to combat UK 'skills shortage'  
by Chris Kerr [08.23.17]
"As a leader in the UK games industry we are committed to educating the future games development talent of tomorrow, and driving innovation through diversity."
Programming, Design

Blog: Surface shaders for spirits, ghosts, and poltergeists 2
by Gamasutra Community [08.23.17]
In this post, we'll look at creating a custom surface shader that uses normal mapping, emission, rimlighting, and depth pre-pass to create a ghostly character effect.
Programming, Production

Blog: A gentle introduction to Steamworks 4
by Gamasutra Community [08.22.17]
If you're just getting started with trying to implement Steam into your Unity game, it can be hard to know where to look. Here's a guide that should help you kick on with Steamworks.
Console/PC, Programming, Production

Video Game Deep Cuts: Vectoring In On The Hellblade Observer  
by Gamasutra Staff [08.20.17]
This week's articles/video highlights include multiple features on Ninja Theory's Hellblade, the enduring micro-indieness of Vector Unit & the cyberpunk strangeness of Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Visual Concepts is hiring an AI Software Engineer  
by Staff [08.17.17]
Visual Concepts is seeking software engineers with experience in gameplay systems including AI behavior trees and animation control logic.
Programming, Recruitment

Blog: Making a game maker - Hatching Chicken Wiggle
by Gamasutra Community [08.17.17]
Here's how I make my very own game maker Chicken Wiggle, which feature the irresistible cuteness and absurdity of a Chicken and Worm combo.
Programming, Design, Production

PSA: Today's the last day to pitch your GDC 2018 Main Conference talks!  
by Staff [08.17.17]
Hey devs: the call for submissions to present lectures, panels, roundtables, & posters at GDC 2018 next March closes today, Thursday, August 17 at 11:59 PM PT!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: A postmortem of AuroraBound - with sales figures 2
by Gamasutra Community [08.16.17]
A postmortem of my recently released mobile title AuroraBound, including an analysis of its first three months of sales figures and analytics.
Programming, Design, Production, Business/Marketing

Video Game Deep Cuts: GTA Online's Flash Dream  
by Gamasutra Staff [08.14.17]
This week's longform articles/videos include GTA Online's crime issues, the history of the Flash game scene, & the triumphant completion of The Dream Machine.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Studio Wildcard is hiring a Lead Programmer  
by Staff [08.11.17]
The Washington-based developer behind ARK: Survival Evolved is looking to bring a new lead programmer into the fold.
Programming, Recruitment

Unity is laying its JavaScript-like language UnityScript to rest 9
by Alissa McAloon [08.11.17]
Unity is sunsetting its C# alternative UnityScript. Here’s what developers need to know before it pulls the plug.

Blog: The story of Kongregate's 'Death to Flashy' initiative 2
by Gamasutra Community [08.10.17]
This is the story of a large-scale project with the best possible outcome being that users don't notice any changes, and the worst possible outcome of everything breaking horribly.
Console/PC, Programming

Tacoma's level designer has some advice for devs: Get a hobby 1
by Chris Kerr [08.10.17]
"One of the challenges is dealing with that attachment to projects, and being able to let go of things. A lot of that is maintaining hobbies and stuff like that."
Programming, Design, Production, Video

Video: How continuous world generation works in No Man's Sky  
by Staff [08.09.17]
at GDC 2017 Hello Games' Innes McKendrick explains how the game works, focusing on techniques used to generate planets and the supporting structures allowing this to happen continuously in real-time.
Indie, Programming, Production, Video, Vault

With AI research in mind, Blizzard and DeepMind release StarCraft II API 1
by Alissa McAloon [08.09.17]
As part of an ongoing partnership with AI research firm DeepMind, Blizzard has released a public API for StarCraft 2 geared at furthering AI research.
Console/PC, Programming

Blog: Character Controller vs. Rigidbody - which should you choose? 8
by Gamasutra Community [08.09.17]
A tutorial on the two approaches for coding movement in Unity: The Character Controller and the Rigidbody components, and their respective advantages.
Programming, Design

The Shrouded Isle dev explains the allure of procedural design  
by Chris Kerr [08.09.17]
"Beyond that, I think there's the sense of chasing a holy grail in that, you know, if you're making a game, why is it not infinitely replayable? Why didn't you create an entire world in there?"
Console/PC, Programming, Design, Video

Blog: Making an '80s-inspired beat 'em up 3
by Gamasutra Community [08.09.17]
This is a development postmortem that details how I created an '80s inspired beat 'em up game called Rage.
Programming, Design, Production

Now's the time to pitch your best Programming talks for GDC 2018  
by Staff [08.08.17]
Hey devs! GDC officials seek great submissions of interesting, cutting-edge Programming talks for the GDC 2018 Main Conference, from now through August 17th!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, GDC

Blog: A detailed look at the AI behind Age of Rivals  
by Gamasutra Community [08.08.17]
Our AI is considered to be pretty strong, so this could be useful to anyone approaching the challenge of building a competitive AI opponent for a strategy game.
Programming, Design