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April 23, 2018
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Updates » Programming
Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [07.03.17]
The makers of Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge share tips on how to design gameplay features that are catnip to the speedrunning community.
Programming, Design, Production, Business/Marketing

Video Game Deep Cuts: Billy Mitchell's Cuphead Thumper  
by Gamasutra Staff [07.02.17]
This week's longform article/video highlights include the complex history of Cuphead, Billy Mitchell ten years on from King Of Kong, and behind the scenes on the making of Thumper.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Get a job: Infinity Ward is looking for an Engine Software Engineer  
by Staff [06.30.17]
Infinity Ward is looking for an Engine Programmer to join its team in Woodland Hills, CA.
Console/PC, Programming

Blog: Understanding how pull algorithms work  
by Gamasutra Community [06.30.17]
An interactive article from Why Not Games programmer and designer Nikhil Murthy showing how different kinds of pull algorithms work.
Programming, Production

Blog: Setting up the database architecture for Antegods  
by Gamasutra Community [06.30.17]
Our code intern Wouter has his head in the clouds, but with good reason. He has been thinking through the systems that will be needed to store Antegods player data in the cloud.
Programming, Design

Blog: An indie postmortem of Captain Kaon - Part 1  
by Gamasutra Community [06.30.17]
After a long four years I've finally finished my game. Come this way and I'll share the highs and lows of development.
Programming, Design, Production

Fine-tuning the AI in Rupeck's proc-gen platformer Caveblazers  
by Jack Yarwood [06.30.17]
Caveblazers mixes up the procgen platformer style of games like Spelunky by adding intelligent AI behaviors to enemies, and to NPCs that can become potential allies.
Console/PC, Indie, Programming, Design, Video

HumbleNet is a new, free cross-platform browser game networking library  
by Alex Wawro [06.29.17]
The folks at Humble Bundle and Mozilla have released HumbleNet, a free-to-use cross-platform networking library that helps peer-to-peer multiplayer games work across different browsers and OSes.
Social/Online, Programming

Get a job: Outpost Games is looking for a Game Software Engineer  
by Staff [06.29.17]
Outpost Games is looking for a full-time Software Engineer to join its team in Redwood City, California.
Console/PC, Social/Online, Programming

Q&A: Inside the 22-years-late release of Star Fox 2  
by Jon Irwin [06.29.17]
"Miyamoto always said Star Fox should be for experimenting with different forms of 3D gameplay. We added a robot walker, platform elements, and experimented with the random encounter-based missions."
Console/PC, Programming, Design, Production, History

VRDC Speaker Q&A: Aldis Sipolins of IBM Research  
by Emma Kidwell [06.29.17]
Aldis Sipolins, Head of Virtual Reality and Game Design at IBM Research will be at VRDC 2017. Here, he gives us some information about himself and what VR means for human research.
VR, Programming, Design, VRDC

Don't Miss: Blizzard's postmortem of Diablo 2 4
by Staff [06.29.17]
17 years ago, Blizzard North emerged from a year-long crunch to release Diablo II into the world. In this classic postmortem, find out what went right and what went wrong during those long months.
Console/PC, Programming, Design, Production, History

Blog: The memory optimization struggle in Unity 11
by Gamasutra Community [06.29.17]
A few (several) words on how finally deciding to use Unity AssetBundles saved us from an abusing the players RAM memory.
Programming, Production

Video: 7 years in alpha -- A Thumper postmortem  
by Staff [06.28.17]
At GDC 2017, Thumper dev Marc Flury shows how he & fellow dev Brian Gibson shipped the game themselves thanks to strong art direction, constant experimentation, and commitment to simplicity.
Indie, Programming, Design, Production, Video, Vault

Get a job: Hidden Monster Games seeks a Sr. JavaScript Game Developer  
by Staff [06.27.17]
Hidden Monster Games is on the lookout for a Sr. JavaScript Game Developer to join its studio in the Netherlands.
Programming, Recruitment

Blog: Defaulting to zero when coding 10
by Gamasutra Community [06.27.17]
In this blog post I argue for using 0 as the default and "nil" value in multiple parts of the code.

Video: How procedural level design works in Eldritch  
by Staff [06.26.17]
Eldritch creator David Pittman speaks at GDC 2017 about procedural generation in games, how you make good use of it in terms of level design, and when you should (or shouldn't) use it at all.
Indie, Programming, Design, Video, Vault

Video Game Deep Cuts: You Don't Know Jack Bandicoot  
by Gamasutra Staff [06.25.17]
This week's longform article/video highlights include a history of the You Don't Know Jack developers, two pieces about Crash Bandicoot - both original and remaster - and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Final Fantasy XIV devs recall the issues that led to the game's ill-fated debut 3
by Alissa McAloon [06.23.17]
Noclip spoke with a number of Square Enix developers to pinpoint some of the development issues that contributed to troubled first version of the online game.
Social/Online, Programming, Production, Video

Video: Peek at the programming that made the personalities in The Sims 3 1
by Staff [06.22.17]
Take a look at the design and programming that built the character personalities behind The Sims 3.
Console/PC, Programming, Design, Video