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January 18, 2018
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Updates » Programming
Blog: Creating an awesome game design pattern in C++ 3
by Gamasutra Community [11.23.17]
In this article I want to talk about the Entity-Component-System (ECS). It is a design pattern that allows you lots of flexibility in designing your overall software architecture. Let's take a look!
Programming

Blog: Creating a machine learning algorithm to illustrate Magic cards 4
by Gamasutra Community [11.23.17]
I've spent the last two months teaching a bot to create illustrations for Magic: The Gathering cards designed by another bot. Here's how I made that happen!
Programming, Design

Weekly Jobs Roundup: Blizzard, Heart Machine, and Insomniac Games are hiring now  
by Staff [11.22.17]
This week's roundup of game development job openings includes companies looking to hire Artists, UI Engineers, Level Designers, and more.
Programming, Art, Design, Recruitment

Video: How BioWare connected players' stories via the Dragon Age Keep  
by Staff [11.20.17]
At GDC 2015 BioWare's Leah Shinkewski shows how the company aggregated players' data from multiple Dragon Age†games across multiple platforms and present it via the Dragon Age Keep.
Console/PC, Social/Online, Programming, Design, Video, Vault

Get a job: Remedy Entertainment is hiring a Sr. AI Programmer  
by Staff [11.20.17]
Remedy is looking for a Sr. AI Programmer to work alongside its highly passionate team members to bring NPCs alive by extending its new game AI technology.
Programming, Recruitment

Video Game Deep Cuts: A Need For Soderbergh's PlayerUnknown 2
by Gamasutra Staff [11.19.17]
The best longform articles & podcasts of the week include a look at Need For Speed's monetization, Steven Soderbergh's new interactive film project, and a podcast talking to Brendan 'PlayerUnknown' Greene.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Posting Trello cards from a running UE4 game 2
by Gamasutra Community [11.16.17]
A step-by-step guide to creating a process that will enable players to create reports inside of your game. These reports are then submitted to a Trello board that you set up.
Programming

Blog: Rendering the mud and water of Spintires:MudRunner 8
by Pavel Zagrebelnyy [11.16.17]
Here we present technical details behind rendering of mud and water in Spintires:MudRunner, a driving simulation game, developed by Saber Interactive and published by Focus Home Interactive.
Console/PC, Indie, Programming, Art, Design

Video: Creating Stellaris' complex AI behavior via data-driven design  
by Staff [11.14.17]
At GDC 2017 Paradox's†Mehrnaz Amanat Bari gave an illuminating talk about how the game's believably flawed and quirky (but hardy) leader AI was created and implemented via data-driven design.
Console/PC, Programming, Design, Video, Vault

Don't Miss: 5 tips on making great DLC from Dying Light: The Following devs 1
by Gamasutra Community [11.14.17]
The developers of the well-received expansion Dying Light: The Following share advice and lessons on the many different aspects of making great DLC.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Abandoning subtlety to create immersive AI encounters 1
by Chris Kerr [11.13.17]
What's the secret to creating immersive AI in video games? While there's likely no universal answer, there are some tips and tricks that can be gleaned by talking to some of the best in the biz.†
Console/PC, Programming

Video Game Deep Cuts: E.T. Solitaire - The Hob Odyssey  
by Gamasutra Staff [11.12.17]
This weeks articles & videos of the week include how E.T. for Atari 2600 was reviewed on its release, a new Solitaire standout, a video on Hob's design, and multiple Mario / Odyssey pieces.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Selecting by weighted angle in VR 3
by Gamasutra Community [11.10.17]
Indie game designer E McNeill looks at a selection algorithm thats particularly useful for VR games featuring laser pointer controls.
Programming, Design

Get a job: Ghost Story Games is hiring an experienced Programmer  
by Staff [11.09.17]
Ghost Story Games is looking to hire an experienced Senior Programmer for its development studio in Westwood, Massachusetts.
Programming, Recruitment

Blog: Balancing quality graphics with performance - Part 2 1
by Gamasutra Community [11.09.17]
Second part of techniques and tricks used to achieve high quality graphics while keeping performance used on Angest for GearVR
Programming, Production

Blog: Surprising tricks you can do with virtual memory  
by Gamasutra Community [11.09.17]
Iíve been planning for some time to make a post about things you can do with virtual memory, so when someone tweeted me about virtual memory in response to my last post, I felt the time was right.
Programming

Get a job: Blizzard Entertainment is hiring a UI Engineer  
by Staff [11.08.17]
The Irvine, CA-based World of Warcraft user interface team is looking for a UI engineer with the talent to create good UI but with the creativity and passion to make great UI.
Console/PC, Social/Online, Programming, Recruitment

Don't Miss: Inside the Xbox One X and its brand-new dev kit 7
by Alex Wawro [11.07.17]
In this feature from April Gamasutra goes to Microsoft, takes an in-depth look at the Xbox One X dev kit, and sits down to chat with Xbox chief Phil Spencer and other folks involved with its design.
Console/PC, Programming, Design

Get a job: Toys for Bob is hiring an Unreal Software Engineer  
by Staff [11.07.17]
Toys for Bob is looking for a generalist software engineer with Unreal Engine 4 experience to join its studio in Novato, California.
Programming, Recruitment

Blog: Porting a PC game to the Switch - Part 1  
by Gamasutra Community [11.07.17]
This is the first in a three part blog series. To kick things off, I want to explain how to redesign keyboard and mouse controls to actually work on a controller.
Programming, Production