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October 15, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
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Updates » Programming
Video: How the world of Far Cry 4 was rendered  
by Staff [03.27.18]
In this 2015 GDC session, Ubisoft Montreal's Stephen McAuley explains how the team rendered Kyrat, the world of Far Cry 4.
Console/PC, Programming, Video

Video: How Watch Dogs 2 created a reactive crowd of NPCs  
by Staff [03.26.18]
In this 2017 GDC talk, Ubisoft's Roxanne Blouin-Payer shows how the team approached emergent AI in order to populate Watch Dogs 2 with reactive characters.
Console/PC, Programming, Design, Video

Google offers 15,000 online scholarships to new and seasoned African devs 1
by Alissa McAloon [03.26.18]
In partnership with Udacity and Andela, Google is offering free access to Udacity’s online coursework to 15,000 game devs based out of in Africa.
Console/PC, Smartphone/Tablet, Programming

Unity releases engine and editor source code through GitHub 2
by Chris Kerr [03.26.18]
The company has shared the code under a reference-only license so game devs can peek under the hood and better understand the engine's capabilities. 
Programming, Design, Production

One Life Left x GDC podcast: Representation, storytelling, and war  
by Staff [03.26.18]
In the second GDC x One Life Left show, we talk about space, representation, storytelling, and war over 90 minutes of scintillating chat.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video

Video Game Deep Cuts: We're Through The GDC Valley  
by Gamasutra Staff [03.25.18]
This week's longform article & video highlights include plenty of GDC standouts, as well as a fascinating profile of Stardew Valley's creator. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

EA has taught an AI how to play Battlefield 1 multiplayer 5
by Chris Kerr [03.23.18]
The publisher uploaded a video showing the artificial intelligence in action, and it's interesting to watch the AI go to war across one of the game's sprawling maps. 
Console/PC, Programming, Video

One Life Left x GDC podcast: PlayerUnknown, pro wrestling, and positive death  
by Staff [03.23.18]
Gabby DaRienzo, Brendan Greene, and other incredible guests join One Life Left's Ste Curran & Ann Scantlebury & Gamasutra editor-in-chief Kris Graft as they bring the best bits of GDC 2018 to you.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

The AI systems that govern Final Fantasy XV's believable NPCs  
by Katherine Cross [03.20.18]
Square Enix veteran Youichiro Miyake talked in detail about the AI that governs NPC behavior in Final Fantasy XV in a fast-paced, data-rich talk: “Eos is Alive: the AI Systems of Final Fantasy XV.”
Console/PC, Programming, GDC

Unity getting new rendering, machine learning, and performance tools  
by Chris Kerr [03.20.18]
Unity shared a glimpse of its 2018 roadmap at GDC, explaining it'll be focusing on building out next level rendering, machine learning, and performance tools.
Programming, Design, Production, GDC

Microsoft launches DirectX Raytracing to streamline real-time rendering 1
by Alissa McAloon [03.19.18]
Microsoft has introduced four new concepts to the DirectX 12 API that aim to give developers entirely new rendering options and bridge the gap between commonly used rasterization techniques.
Console/PC, Programming, Video, GDC

Epic gifts over $12M worth of Paragon assets to Unreal Engine devs  
by Chris Kerr [03.19.18]
Epic is giving Unreal Engine 4 devs access to over $12 million worth of assets from its soon-to-be shuttered online shooter, Paragon
Console/PC, Programming, Art, Production, Business/Marketing

Video Game Deep Cuts: The Exoplanets Of Trust  
by Gamasutra Staff [03.19.18]
This week's longform writing/video highlights include helping gamers find undiscovered exoplanets, research about 'the trust spectrum' from Raph Koster, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How SimCity's sandbox was built  
by Emma Kidwell [03.16.18]
In this 2013 GDC talk, Maxis' Dan Moskowitz explains how SimCity's sandbox was built.
Console/PC, Programming, Video

GDC 2018 is this week! Follow along on Gamasutra's official event page  
by Staff [03.16.18]
Game Developers Conference 2018 is here, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Ubiquity6 is looking for a Software Engineer  
by Staff [03.15.18]
Ubiquity6 is seeking a Software Engineer to focus on Augmented Reality Multiplayer Networking for its upcoming projects.
Programming, Recruitment

Blog: Building the world behind Project Empires  
by Gamasutra Community [03.15.18]
Project Empires introduced new challenges for us to tackle, from world generation to diplomatic actions between empires. So, let's go behind the scenes and find out what makes the game tick.
Programming, Design

Toy-Con Garage toolkit lets Labo users build their own contraptions 2
by Chris Kerr [03.15.18]
Nintendo Labo, the Switch's whimsical cardboard playground, will come with a 'Toy-Con Garage' feature that lets users invent new ways to play by programming their own homemade creations. 
Console/PC, Programming, Design, Video

Get a job: Infinity Ward, InnoGames, and more are hiring now!  
by Staff [03.13.18]
Gamasutra's Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.
Console/PC, Social/Online, Programming, Art, Production, Recruitment

Blog: Creating a real-time dynamic cover system for Unreal Engine 4
by Gamasutra Community [03.13.18]
Here's how to create a robust cover system in Unreal Engine 4 that updates itself in real-time, responds to dynamic changes in the environment, and multi-threading to parallelize computation.
Programming, Design