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April 21, 2018
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Updates » Programming
Get a job: Wargaming Sydney is hiring a Sr. Software Engineer  
by Staff [10.20.17]
Wargaming Sydney is seeking an experienced Sr. Software Engineer with knowledge of both low-level systems programming to high-level rendering R&D to join its team in Sydney, Australia.
Programming, Recruitment

Video: Avoiding 3 common pitfalls of AI development  
by Staff [10.19.17]
At GDC 2016, Insomniac's Jan Mueller gives a great talk on the topic that used examples from Sunset Overdrive and other games to challenge 3 common misconceptions about AI in games.
Console/PC, Programming, Design, Video, Vault

Microsoft launches TruePlay, an anti-cheat for UWP games  
by Alissa McAloon [10.19.17]
Microsoft has launched its own anti-cheat utility to developers looking to add an extra level of cheat-stopping protection to their PC games.
Social/Online, Programming

Get a job: PikPok is hiring a Sr. Programmer  
by Staff [10.18.17]
PikPok is looking for a talented Sr. Programmer to join it at its New Zealand-based development studio.
Programming, Recruitment

Registration is now open for GDC 2018!  
by Staff [10.18.17]
This will be the 32st edition of GDC, the world's largest and longest-running event for game developers, and you can register right now by visiting the official GDC 2018 website!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: Deck Nine Games is hiring a Mobile Programmer  
by Staff [10.17.17]
Deck Nine Games is looking for an experienced programmer to join its team and help it grow and innovate modern story-based adventure games across a number of platforms in Westminster, Colorado.
Smartphone/Tablet, Programming

Get a job: PUBG Corporation is hiring an Engine Programmer  
by Staff [10.16.17]
Bluehole's PUBG Corporation is looking for an Engine programmer to optimize content and improve tools and pipelines as a member of its Wisconsin-based team.
Console/PC, Programming, Recruitment

Blog: Breaking down Killer Instinct's 'Shadow AI' system  
by Gamasutra Community [10.16.17]
Season 2 of the 2013 reboot of Killer Instinct brought with it the Shadow AI system: a method of replicating human performance in-game to control AI opponents. We take a look at how it works.
Programming, Design

Video Game Deep Cuts: On Color Cycling Morty & Divinity  
by Gamasutra Staff [10.15.17]
Some of this week's longform article/video highlights include the making of Rick & Morty's VR game, a classic 2D game art podcast, & discussing Divinity: Original Sin 2's success.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Blog: Analyzing the systemic AI of Far Cry 1
by Gamasutra Community [10.13.17]
Far Cry is a triple-A video game franchise built on the principles of systemic gameplay and behaviour. We take a look at how this is managed by AI systems in both Far Cry 3 and its sequel.
Programming, Design

John Carmack encourages VR devs to 'embrace the grind' 2
by Alex Wawro [10.12.17]
"It takes more than just 'be bold'," the Oculus CTO said today during a 2-hour presentation at Oculus Connect in which he encouraged VR devs to iterate on, optimize, and polish up their games.
VR, Programming, Video

Blog: Scaling dedicated game servers with Kubernetes - Part 3 1
by Gamasutra Community [10.12.17]
In this post we look at how to use game server CPU information to increase the nodes in our Kubernetes cluster as our player base increases.
Programming, Production

Check out this deep dive into the source code for Aladdin on Genesis 2
by Alex Wawro [10.11.17]
The Video Game History Foundation has published the first product of its Writing Fund: a deep dive into source code for the Genesis game Aladdin, written by game dev Rich Whitehouse.
Console/PC, Programming, Design

Blog: Why characters in Ebony Spire behave the way they do 1
by Gamasutra Community [10.11.17]
Here's how I designed the AI in my dungeon crawler. The article looks at a way to implement two different approaches: a need driven system, and a ratio based decision making system.
Programming, Design

Blog: Creating a spawning system for VR enemies in Unity  
by Gamasutra Community [10.11.17]
Today we're going to learn how to spawn enemy waves. Currently, our game isn't challenging enough because we only have one enemy. We're going to fix this by spawning waves of enemies to defeat.
VR, Programming

Video: How to cut the tether and make games from anywhere  
by Staff [10.10.17]
At GDC 2017, remote dev Jon Jones details what skills and disciplines are necessary to transition from a full-time office worker into someone that works from home, a coffee shop, or the road.
Console/PC, Indie, Programming, Production, Video, Vault

Blog: Bringing Galaxy on Fire to Vulkan - Part 3 1
by Gamasutra Community [10.10.17]
This is third in a series of posts where we talk about how we brought our game to Vulkan, and the problems and pitfalls we encountered along the way.
Programming, Design

Video Game Deep Cuts: XXX Loot On Your Steam Death  
by Gamasutra Staff [10.08.17]
Some of this week's top longform articles/videos include more loot box opinions, the history of the ill-fated BMX XXX, what happens to your Steam account when you die, and more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Doing procedural shader-based animations in Fortnite  
by Staff [10.05.17]
At GDC 2013 Epic Games' Jonathan Lindquist deftly explains how Fortnite got its unique look, offering a behind-the-scenes look at the game's shader-based procedural animation.
Console/PC, Programming, Art, Video, Vault

Get a job: Telltale Games is hiring an Engine Programmer  
by Staff [10.05.17]
Telltale Games is looking for an Engine Programmer to assist in bringing its tech to more platforms, improve existing features, and create robust systems as a member of its CA-based team.
Programming, Recruitment