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January 18, 2018
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Updates » Programming
Blog: Mastering music syncing in rhythm games 3
by Gamasutra Community [03.17.17]
The article describes the basic but essential techniques used to implement music-syncing in rhythm games. The example codes are written in C# with Unity.
Programming, Design

Get a job: Hangar 13 is hiring a UI Engineer  
by Staff [03.16.17]
Hangar 13 is looking for a seasoned and passionate programmer who enjoys a collaborative and creative work environment and is looking to develop, write, implement, and debug code in Novato, CA.
Programming, Recruitment

Blog: Think twice before making an isometric strategy game in Unity 18
by Gamasutra Community [03.15.17]
There are some visual styles that will never stop teasing me. Pre-rendered 3D turned into 2D is one of them. Unfortunately, implementing that style using modern methods is anything but easy.
Programming, Design, Production

Level Design Deep Dive: Dishonored 2's Clockwork Mansion 2
by Christophe Carrier [03.15.17]
"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
Console/PC, Programming, Design, Video, Deep Dive

Video: How Prompto's selfie-snapping AI works in Final Fantasy XV  
by Staff [03.14.17]
At GDC 2017, Square Enix designer Prasert "Sun" Prasertvithyakarn delivers an ebullient presentation about how Final Fantasy XV's AI-driven photo system works.
Console/PC, Programming, Design, Video, Vault, GDC

Get a job: Baobab Studios is hiring a Gameplay Engineer  
by Staff [03.14.17]
Baobab Studios is looking for a gameplay engineer to drive gameplay systems and the level experience for virtual reality games in Redwood City, California.
VR, Programming, Recruitment

Don't Miss: Being a lead programmer means less programming, more humaning 8
by Gamasutra Community [03.14.17]
"We often find leaders that know exactly what to do code wise, but not exactly what to do with the people working around them. This article will touch mainly two aspects of the lead programmer."
Indie, Programming

GDC 2017 talks are now available to watch via the GDC Vault!  
by Staff [03.14.17]
Game Developers Conference organizers are pleased to announce that the many talks and presentations delivered by game industry notables at GDC 2017 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Nintendo mini-series explores how Breath of the Wild was made  
by Chris Kerr [03.14.17]
"Some of our younger designers came up with very unique suggestions, like the idea that UFOs could invade from space and abduct cattle."
Console/PC, Programming, Art, Design, Production, Video

Blog: Thinking through a UI change in RPG Maker  
by Gamasutra Community [03.14.17]
My last post explained what I'd learned about RPG Maker Ruby scripting during Ludum Dare 37, which wasn't very helpful without context. So let's walk through how we'd think about making a simple change.
Programming, Production

Don't Miss: A brain dump of what I worked on for Naughty Dog's Uncharted 4 15
by Gamasutra Community [03.13.17]
Following the game's release last summer, game programmer Ming-Lun Chou offered this in-depth look at the work he did at Naughty Dog for Uncharted 4.
Console/PC, Programming, Design

Blog: Getting started with MonoGame using Visual Studio 1
by Gamasutra Community [03.13.17]
Many have asked how to get started with MonoGame or how to get running with Platform X or Y. This article walks you through everything you need to know to kick things off.
Programming, Design, Production

Spirit AI and the promise of automated content moderation 1
by Katherine Cross [03.13.17]
At GDC this year, Spirit AI pitched their “AI for humans” to developers, with the promise of AI that could serve as a game mechanic or a content moderator. 
Console/PC, Programming

Blog: Designing for deep gameplay in Anew: The Distant Light 2
by Gamasutra Community [03.13.17]
Game director Steve Copeland discusses designing for deep gameplay, and details application of abstract theory to both a conventional and an exotic game weapon
Programming, Design

Video Game Deep Cuts: Zelda's Wild Skyline City  
by Gamasutra Staff [03.12.17]
This week's Video Game Deep Cuts long read/video highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Wargaming is hiring a Software Engineer  
by Staff [03.10.17]
Wargaming Sydney is seeking an experienced Software Engineer with good knowledge of low level systems programming to work on its PC game engine.
Console/PC, Programming

Blog: What I learned trying to make an Isometric game in Unity 10
by Gamasutra Community [03.10.17]
Making an isometric game isn't easy, especially if you're trying to keep your code organized in case you need to support new features. Here's a couple of helpful tricks to help improve your workflow.
Programming, Design, Production

From DOS to Kickstarter: Maniac Mansion director Ron Gilbert retraces his steps  
by Chris Kerr [03.10.17]
In a new lunchtime video interview with Google, veteran designer Ron Gilbert sat down to retrace his path from the days of DOS software to the post-Kickstarter world of crowdfunding.
Console/PC, Programming, Design, Production, Video

No Man's Sky creator launches Hello Labs funding initiative 7
by Chris Kerr [03.10.17]
The new program was unveiled at GDC by studio founder Sean Murray, and will see the company set aside some cash to fund multiple projects of its own choosing.
Programming, Design, Business/Marketing

What's it like developing for the Switch? 9 indie studios weigh in 3
by Chris Priestman [03.10.17]
What's it like creating or porting a game for Nintendo's new console? Gamasutra spoke to representatives from nine different indie studios about their experiences developing for the device.
Console/PC, Programming, Design, Production