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November 24, 2020
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Updates » Programming
Don't Miss: Interior Mapping - rendering real rooms without geometry 10
by Gamasutra Community [10.01.20]
Modelling interiors behind every window in a city often takes too much performance, so some games use "interior mapping", a shader trick to render geometry that isn't actually there, but still achieves sharp, perspectively correct rooms.
Console/PC, Programming, Art

Get a job: Volition is hiring a Senior Engine Programmer 1
by Staff [09.28.20]
Volition is seeking an energetic, driven, and skilled engine programmer to participate in the development of technology for our next generation of titles.
Programming, Recruitment

Don't Miss: Ray Muzyka's Baldur's Gate II postmortem 1
by Staff [09.23.20]
In honor of BioWare's much-beloved RPG, check out Ray Muzyka's in-depth postmortem from a 2001 issue of Game Developer magazine.
Console/PC, Programming, Design, Production

Frictional Games' Amnesia: The Dark Descent, A Machine for Pigs are now open source 1
by Alissa McAloon [09.23.20]
Frictional Games has given fellow devs and modders the go-ahead to explore what makes both iconic horror games tick.
Console/PC, Indie, Programming

Sponsored Content
Learn the best ways to keep bugs from killing your development momentum  
by Backtrace [09.21.20]
Sponsored: The longer a team waits to address bugs, the more difficult they are to resolve. Learn how to better understand problems and accelerate fixes in this free white paper.
Console/PC, Smartphone/Tablet, Indie, Programming, Sponsored Article, Whitepaper

Building AI to fight to the beat in roguelike shooter BPM: Bullets Per Minute  
by Gamasutra Community [09.15.20]
As the game launches on PC, we sit down with developers Awe Interactive find out how AI design and level generation are built to support this rhythm-focused first-person shooter.
Programming, Design

Get a job: Join Deep Silver Volition as a Senior Engine Programmer  
by Staff [09.14.20]
Volition is seeking an energetic, driven, and skilled engine programmer to participate in the development of technology for our next generation of titles.
Programming, Recruitment

Don't Miss: The long shadow of Super Mario Bros. 3
by Staff [09.14.20]
In this classic article, Nathan Altice considers the development of the original game, which celebrates its 35st birthday this month, and contrasts it with Super Mario Maker.
Programming, Design

Blog: Procedural map generation in The Riftbreaker 1
by Gamasutra Community [09.11.20]
This article explains our approach to procedural map generation in The Riftbreaker. It offers a step-by-step description of the entire process and explains our workflow for level design.
Console/PC, Programming, Design, Production

Don't Miss: The making of Prince of Persia: The Sands of Time  
by Staff [09.10.20]
In this classic postmortem, learn what worked and what didn't during the development of Ubisoft's Prince of Persia: The Sands of Time.
Console/PC, Programming, Art, Design, Production

Get a job: Join Playco as a Senior Game Engineer  
by Staff [09.09.20]
We are currently looking for Senior Game Engineers to join our global growing team. We  have offices in San Francisco, Mountain View, and Tokyo, Japan, but remote is 100% fine with us!
Programming, Recruitment

Don't Miss: What was it like developing for the Dreamcast? 2
by Brandon Sheffield [09.09.20]
For the Dreamcast's birthday, we spoke to developers of games like Shenmue, Space Channel 5, Samba de Amigo, Sonic Adventure, and more, to celebrate the short life of this innovative console.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Video: Inside the physical animation of Star Wars Jedi: Fallen Order 1
by Staff [09.08.20]
In this 2020 GDC Summer session Respawn's Bartlomiej Waszak explains how Star Wars Jedi: Fallen Order blends physical simulation with authored animations to create high-fidelity character motion.
Console/PC, Programming, Art, Video, Vault

Get a job: Join Wooga as a Unity Game Engineer  
by Staff [09.04.20]
Our ideal candidate is a team player who looks forward to working together with other engineers, product, and art team members to raise the bar in terms of quality.
Programming, Recruitment

Don't Miss: Bringing Washington D.C. to life - The AI of The Division 2 1
by Staff [09.02.20]
Part two of this interview with Massive's lead AI programmer Philip Dunstan discusses the weird problems that arose when balancing systemic game design in the new Washington D.C. map.
Console/PC, Programming, Design

Get a job: Join System Era as a Senior Services Engineer  
by Staff [09.01.20]
As Senior Services Engineer at System Era, you are responsible for our online services technology stack.
Programming, Recruitment

AI analysis: How traffic works in Cities: Skylines  
by Tommy Thompson [08.28.20]
The most challenging part of development. Let's explore the inner workings of Cities: Skylines citizen and traffic systems.
Console/PC, Indie, Programming, Design

Get a job: Evil Empire is hiring a Senior Technical Developer  
by Staff [08.27.20]
The new team working on Motion Twin's smash hit Dead Cells among other ambitious projects, is looking for a Senior Technical Developer with experience working on console platform, engine optimisation and tooling.
Programming, Recruitment

Don't Miss: Insomniac Games' Ratchet & Clank (2016) postmortem 3
by Staff [08.27.20]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Programming, Art, Design, Production

Get a job: Join Remedy Entertainment as a Programmer  
by Staff [08.24.20]
We are looking for a Programmer to help unify our digital character creation workflows. We have recently started from scratch to unify our character creation pipeline, presenting an unique opportunity.
Programming, Recruitment