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April 23, 2019
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Updates » Programming
Don't Miss: Maintaining tension in Nex Machina 1
by Staff [04.22.19]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Console/PC, Indie, Programming, Design, Production

Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Gamasutra Staff [04.21.19]
This week's roundup includes a Panzer Dragoon series classic postmortem, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games & the return of D&D.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Contributing devs up in arms over Capcom's use of the FB Alpha emulator  
by Alissa McAloon [04.19.19]
Developers that have contributed to the open-source emulator and other members of the emulation community are voicing concerns over the deal, with some arguing that FB Alpha can’t be licensed for commercial use. 
Programming

Get a job: Insomniac Games, Deep Silver Volition, and more are hiring now!  
by Staff [04.19.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Production, Recruitment

Blog: Referencing objects—Names vs GUIDs 2
by Gamasutra Community [04.19.19]
A comparison of the main ways to reference objects: names and GUIDs.
Programming

Video: Procedurally creating Manhattan for Marvel's Spider-Man  
by Staff [04.18.19]
At GDC 2019 Insomniac's David Santiago shares a behind-the-scenes look at the open world pipeline of Marvel's Spider-Man and how it was architected to procedurally author an open-world Manhattan.
Console/PC, Programming, Production, Video, Vault

Blog: Why game jams can be a necessary distraction 2
by Gamasutra Community [04.18.19]
Six months ago, my tiny indie studio failed our first attempt at crowdfunding a game. Without the inspiration that came from entering game jams, we may have never tried again.
Programming, Design, Production

Video: A classic game postmortem of Panzer Dragoon  
by Staff [04.16.19]
The developers behind that classic Sega Saturn title believe that the lessons they learned working and struggling with the then-cutting-edge system can still be put to use by developers today.
Console/PC, Programming, Art, Design, Production, Video, Vault

Get a job: Disbelief is hiring a Junior Programmer  
by Staff [04.16.19]
Junior programmers at Disbelief are called on to develop and debug in a variety of areas from gameplay to core engine programming.
Programming, Recruitment

The source code for Infocom's classic text adventures is now on Github 1
by Chris Kerr [04.16.19]
The entire source code for a huge array of Infocom text adventures and interactive stories is now available on Github, thanks to historian and archivist Jason Scott. 
Programming, Design, Production

Video Game Deep Cuts: Falcon Scores Weed, Needs Vacation  
by Gamasutra Staff [04.14.19]
This week's roundup includes intriguing debuts from Falcon Age and Vacation Simulator, a historical tour of The Division's New York, the trickiness of marketing your weed tycoon game & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design

Get a job: Paradox Tectonic, Sucker Punch Productions, and more are hiring now!  
by Staff [04.12.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Don't Miss: Totally Accurate Battle Simulator and finding the fun in physics engines  
by Staff [04.12.19]
"If everyone doesn’t take the game so seriously we can have a lot more fun with it and do more," says Landfall's Petter Henriksson of the studio's penchant for weird physics in this in-depth chat.
Indie, Programming, Design

Blog: Tips on writing code for data-oriented design 4
by Gamasutra Community [04.10.19]
Relic Entertainment game engine programmer Marc Costa explains his personal preferences on writing code for data-oriented design instead of object-oriented design.
Programming, Design

How to effectively use procedural generation in games 4
by Darius Kazemi [04.10.19]
In this rich excerpt from "Procedural Storytelling in Game Design," developer and proc-gen expert Darius Kazemi shares some ways to use procedural generation more effectively in game development.
Console/PC, Indie, Programming, Design

Don't Miss: Creating believable crowds in Planet Coaster 3
by Staff [04.08.19]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
Console/PC, Programming, Art, Audio, Design

Video Game Deep Cuts: Risking Rain With A Lego Meat Boy  
by Gamasutra Staff [04.07.19]
This week's roundup includes the smash success of indie sequel Risk of Rain 2, a fascinating new Lego coding toy, and what's up with the new Super Meat Boy game, plus lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Square Enix, DeepMind, and more are hiring now!  
by Staff [04.05.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Nintendo adding VR modes to Breath of the Wild and Super Mario Odyssey  
by Chris Kerr [04.05.19]
The decision to rework two huge franchises for Labo VR is a fairly big statement of intent from Nintendo, and perhaps indicates the company has even bigger plans where virtual reality is concerned.
VR, Programming, Design, Business/Marketing

Blog: Developing a pixel bloodstain system 3
by Gamasutra Community [04.04.19]
Let’s talk about blood in video games, and the 2D pixel bloodstain system developed for a weird narrative experience called NetherWorld.
Programming, Design