by Staff [11.09.18]
Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including in-progress screens and video.
by Gamasutra Community [11.09.18]
This post looks at how we created an engaging artificial intelligence in our last turn-based strategy title, Conflict0: Revolution.
by Staff [11.08.18]
Wargaming is after a dev to design and implement new UI tools and processes, work closely with the UX team to ensure the best possible end-user experience, more as a member of its team in Chicago.
by Gamasutra Community [11.07.18]
Former Metroid Prime developer Paul Tozour sheds light on a technique for finding the shortest path through a graph, and shows how to use it as a design tool for a Metroid-style game.
by Staff [11.07.18]
Louis Castle‚Äč, a game industry veteran known best for co-founding (with fellow luminary Brett Sperry) the trailblazing Westwood Studios, will deilver a Classic Game Postmortem on Command & Conquer!
by Staff [11.06.18]
Insomniac Games is looking for a talented Senior Environment Technical Artist to act as the link between its programming and art teams.
by Staff [11.06.18]
Featuring talks from some of the biggest studios in the business, the Tools Tutorial Day returns to GDC 2019 to offer you a deep dive on building tools that enable teams to ship amazing games.
by Gamasutra Community [11.06.18]
In this post I will explain how I gave my AI a real vision using a camera and a compute shader to detect player with more accuracy than ray casts.
by Staff [11.05.18]
Venice, California-based Wevr is now hiring UE4 artists, engineers,¬†and animators for an unannounced high profile VR project.
by Staff [11.05.18]
"Having the walls move in an elegant and credible way is very difficult in itself, but making sure the player wouldn't be lost was one of the biggest challenges for us." - Christophe Carrier, Level Design Director at Arkane Studios
by Gamasutra Staff [11.05.18]
This week's highlights include the top news from Blizzcon around Diablo and other devilish titles, Toby Fox's Deltarune & his radical transparency, and Marty O'Donnell talking 'The Music Of The Spheres'.
by Gamasutra Community [11.05.18]
Bartlomiej Waszak, senior software engineer at Titanfall studio Respawn Entertainment, dives deep into three different situations of movement prediction in game programming.
by Staff [11.02.18]
Here are just some of the¬†many, many¬†positions¬†being advertised right now on Gamasutra's Job Board.
by Staff [11.01.18]
Ontario-based Digital Extremes is looking for a dev to design, develop and maintain build systems and more as a Build/Integration Programmer at its studio.
by Gamasutra Community [11.01.18]
Match-based single-player games have an inherent efficiency advantage over more linear formats, but it's being threatened by one specific design problem.
by Staff [10.31.18]
Wargaming Chicago-Baltimore is looking for a Server Software Engineer for its growing studio.
by Gamasutra Community [10.31.18]
AI expert Tommy Thompson analyzes Bungie's 2007 hit Halo 3, explaining how the game managed to have so many AI characters on-screen at once.
by Brandon Sheffield [10.29.18]
A deep dive into the creation of Gunhouse, a puzzle-meets-tower defense game, as filtered through conversations with various game developers and regular human beings.
by Staff [10.29.18]
"The parallels between the Trespasser project and [in-game character] John Parker Hammond's cloning project were numerous: ambitious beginnings, years of arduous labor, and the eventual tragic ending."
by Gamasutra Staff [10.29.18]
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.