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June 23, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Programming
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

Fortnite: Battle Royale prompted engine-wide Unreal improvements 8
by Alissa McAloon [10.04.17]
Epic Games, the creator of both Fortnite and the Unreal Engine, says that developing the game’s recent battle royale mode led to a number of optimizations headed to the next few Unreal updates.
Console/PC, Social/Online, Programming, Production

Why one Japanese entrepreneur is using an RPG to help fight depression 2
by Chris Kerr [10.04.17]
A role-playing game developed by researchers and clinicians at the University of Auckland in New Zealand is making waves in Japan, but not for the reasons you might expect. 
Programming, Design

DeepMind wants to answer the big ethical questions posed by AI  
by Chris Kerr [10.04.17]
Google's DeepMind artificial intelligence (AI) division has established a new research group to learn more about the ethical questions posed by the dawn of AI.

Blog: How do games engage with our two brains? 4
by Gamasutra Community [10.03.17]
There are two brains, at least, in our heads. They operate as two distinct systems with different features and abilities, and well-designed games engage both systems effectively. Here's how.
Programming, Design

Video Game Deep Cuts: The Creative Loot Box Observer  
by Gamasutra Staff [10.01.17]
Some of this week's highlights include the history of Creative Assembly, a disassembly of the loot box phenomenon, and analysis of the cyberpunk standout Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: A postmortem of my first indie game 8
by Gamasutra Community [09.29.17]
After many years working in the industry as a game developer, I decided to quit my job, setup my business, and become an indie developer. Here's how it played out.
Programming, Design, Production

Blog: Moving away from GitFlow development 5
by Gamasutra Community [09.29.17]
Let's discuss the different source control practices I've used in the past, and why I've decided to move from GitFlow to trunk-based development.
Programming, Design

Blog: Exploring the world of ARKit game development  
by Gamasutra Community [09.28.17]
At Skullfish Studios, we had the difficult task to make an AR game with the new Apple's ARkit within one month. Here we will explain our obstacles and solutions during the development.
Programming, Design

Ubisoft using machine learning to create 'ultimate hieroglyphs translator'  
by Chris Kerr [09.28.17]
"It's our belief that machine learning can transform the process of collating, cataloguing and understanding the written language of the Pharaohs."
Programming, Video

Don't Miss: Creating AI that thrives in procedurally-generated worlds  
by Staff [09.27.17]
Take a look back at this GDC talk from two The Flame and the Flood and Fortnite devs about how they've made AI that can adapt and thrive in both procedurally-generated and user-generated spaces.
Indie, Programming, Design