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January 20, 2018
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Updates » Programming
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

YoYo Games officially launches GameMaker Studio 2 6
by Chris Kerr [03.09.17]
The versatile 2D game development tool can now be purchased†for a starting price of $99.99, and features a completely redesigned user interface, new editors, and enhanced monetization tools.†
Console/PC, Programming, Design, Business/Marketing

Get a job: Crate Entertainment is hiring a Sr. Graphics/Engine Programmer  
by Staff [03.08.17]
Crate is looking for a talented graphics/engine programmer to work with designers and artists on improving the visuals, performance and engine capabilities of its games remotely or in Boston, MA.
Console/PC, Programming, Recruitment

Don't Miss: Why game designers should learn to program 35
by Gamasutra Community [03.07.17]
"To be clear: you can operate as a non-programming designer," shared Keith Burgun. "My argument is that while you can do this, to the extent that you're a game designer, you shouldn't."
Programming, Design

Blog: Building a scalable online game with Azure - Part 3 3
by Gamasutra Community [03.06.17]
Previously, we added the web service that acts as interface between the frontend and the actual backend services. In this post, we'll learn how to persist state to a scalable database.
Programming, Production

Game Design Deep Dive: Decisions that matter in Orwell 2
by Daniel Marx [03.06.17]
"In this article I will describe the iterations and considerations during the development process that shaped the choice-based mechanic and the feeling of impactfulness of decisions in the final game."
Console/PC, Indie, Programming, Design, Video, Deep Dive

Video Game Deep Cuts: That GDC Biohazard Mystery  
by Gamasutra Staff [03.05.17]
This week's 'long reads/standout game videos' highlights include a mess of GDC talk goodness, plus Resident Evil 7/Biohazard's making-of, the role of mystery in games, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Github for Unity extension offers smart Git integration 3
by Chris Kerr [03.03.17]
GitHub has pulled back the curtain on its 'Github for Unity' extension, which aims to bring the service's workflow and other features to the popular game engine.†
Programming, Production

Game Design Deep Dive: Hand-based VR movement in Lucid Trips  
by Sara Vogl [03.01.17]
"The concept of locomotion IN Lucid Trips has similarities with the movement of astronauts in outer space who have jetpacks attached to their wrists."
VR, Indie, Programming, Design, Video, Deep Dive

Train Jam perfectly captures the magic of both traveling and game dev 1
by Katherine Cross [02.28.17]
Every year, a group of GDC attendees travel to the show via train, and hold a 60-hour game jam while they ride the rails. A reporter who was on the Amtrak California Zephyr describes what went down.
Indie, Programming, Design, GDC

Unity 5 wraps up next month to make way for Unity 2017 3
by Alissa McAloon [02.28.17]
The company has set a date for the full release of Unity 5.6 and offered details about the next generation of Unity, called Unity 2017, which will enter beta this April.
VR, Console/PC, Smartphone/Tablet, Programming, Art, Design

One Life Left x GDC podcast: Trains, boats, and video games  
by Staff [02.28.17]
We're easing ourselves into GDC week with a low-key hotel room recording, but there is nothing low-key about our brilliant guests.
Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

Blog: How to get better at fixing bugs 4
by Gamasutra Community [02.27.17]
In this article, I share my thoughts on how to think about bugs, how to get rid of them, and how to get better at it.
Programming, Production

Get a job: Hi-Rez Studios is hiring a Gameplay Programmer  
by Staff [02.27.17]
Hi-Rez Studios is looking for a Gameplay Programmer design and architect new game enhancements and more for the mobile game Smite: Rivals in Alpharetta, Georgia.
Smartphone/Tablet, Programming, Recruitment

Video Game Deep Cuts: The Magic TEd Drifter  
by Gamasutra Staff [02.27.17]
This week's Video Game Deep Cuts longform article/video highlights include the magic of The Void, John Romero on the TEd tool, Hyper Light Drifter's charm, & much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Making a procedural 2D world in Unity - Part 2  
by Gamasutra Community [02.27.17]
This is the second part of a little piece I wrote a few weeks ago. This time around, I wanted to show you how we managed to generate the structure of a level with a technical approach.
Programming, Design

Get a job: Cat Daddy Games is hiring a Server Engineer  
by Staff [02.24.17]
Cat Daddy Games is looking for a Server Engineer with the right blend of creative and server engineering skills to to design, develop, and maintain game architecture for mobile games in Kirkland, Washington
Smartphone/Tablet, Programming, Recruitment

Road to the IGF: ConcernedApe's Stardew Valley 6
by Alissa McAloon [02.24.17]
Eric Barone, AKA ConcernedApe and the sole developer behind Stardew Valley, talks briefly about the joys of working alone and what inspired him to create his own take on a farm life RPG.
Indie, Programming, Art, Design, Production, IGF