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September 19, 2017
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The SCUMM Diary: Stories behind one of the greatest game engines ever made 13
by Staff, Mike Bevan [07.12.13]
It's rare that the mention of a video game engine can elicit emotions nearly as strong as the games that it powers, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder tells the stories behind the well-regarded engine.
Design, Programming, Production

Dirty Game Development Tricks 23
by Game Developer Magazine Staff [06.24.13]
One of Game Developer's most popular features was our "Dirty Coding Tricks" bit from 2009, where we got devs to open up about some of their ugly hacks -- and in 2013 we're back with nine new from-the-trenches stories, including a few unorthodox tricks from other dev disciplines besides programming.
Programming, Game Developer Magazine, Console/PC, GD Mag Exclusive

Postmortem: Treyarch's 2002 hit, Spider-Man 3
by Jamie Fristrom [06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Design, Postmortem, Programming, Production, Exclusive, GD Mag Exclusive

Postmortem - Sony Santa Monica's God of War: Ascension 11
by Whitney Wade, Chacko Sonny [06.19.13]
In this postmortem from the final issue of Game Developer, Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
Business/Marketing, Design, Postmortem, Programming, Production, Console/PC, GD Mag Exclusive

Advanced Audio Streaming in Unity 12
by Ben Long, Fredrik Kaupang [06.06.13]
In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.
Audio, Programming, Indie, Smartphone/Tablet

Video: 6 ways of leveraging AI to help build content for your game  
by Staff [09.19.17]
At GDC 2017, six experienced game makers from across the industry take the stage together to present six practical ways to implement AI-driven procedural content generation in games.
Programming, Production, Console/PC, Indie, Video, Vault

The GDC 2018 Mobile Summit seeks your great talk submissions!  
by Staff [09.19.17]
Heads up: organizers are still accepting pitches for Summit sessions at Game Developers Conference 2018, which is coming back to the Moscone Center in San Francisco March 19-23, 2018!
Audio, Business/Marketing, Design, Programming, Production, Art, Smartphone/Tablet, GDC

Follow Gamasutra's VRDC 2017 coverage right here!  
by Staff [09.19.17]
VRDC Fall 2017 is happening this week! Gamasutra will be there to cover a wide variety of talks, panels, and demos during the show, which is happening this Thursday and Friday, September 21-22.
Audio, Business/Marketing, Design, Programming, Production, Art

An Interesting Journey in Creating a 2D Isometric Platformer  
by Sven Duval [09.19.17]
A way to make a full 2D isometric platformer, an overview of my work on the 2D isometric approach with Unity.
Programming, Indie

Prototyping a Dynamic Camera System  
by Samantha Stahlke [09.19.17]
A brief overview of our prototyping process for creating a dynamic camera in Unity supporting player control, camera physics, and cutscene animation.
Design, Programming, Console/PC, Indie

Video Game Deep Cuts: An HDR Tooth Nindie Tail? 2
by Simon Carless [09.17.17]
The top articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, VR

Creating a Dynamic Tile System 9
by Ryan Miller [09.15.17]
What is a dynamic tile system, what solutions exist, and why did we create our own custom solution for Fossil Hunters? I explain the thinking behind our choices and detail our unique approach.
Programming, Art, Indie

Porting Cursed Castilla to Nintendo 3DS - What kind of sorcery is this? 1
by Eva Gaspar [09.14.17]
When we started working in Cursed Castilla, the 3DS was the platform where we wanted the game to be played but accomplishing it wouldn't be exactly straightforward. Even so, we decided to launch it no matter what...Here is how we achieve that heroic deed.
Programming, Production, Indie

DigitalFish, Inc. — San Mateo, California, United States
Software Engineer - Mechanical Learning
Immediate need for a Software Engineer who is familiar with machine learning

DigitalFish, Inc. — Mountain View, California, United States
Software Engineer - AR/VR
Immediate need for a Software Engineer - AR/VR with professional 3D film or games production experience

DigitalFish, Inc. — Mountain View, California, United States
Senior Software Engineer - Unity/VR
Immediate need for a Senior Software Engineer - Unity/VR with professional 3D film or games production experience

Insomniac Games — Burbank, California, United States
Mid to Sr Gameplay Programmer
Insomniac Games is looking for a Mid or Senior Level Gameplay Programmer

Insomniac Games — Durham, North Carolina, United States
Mid to Sr Gameplay Programmer
Mid to Senior Level Programmer for Insomniac Games - Durham!

Monomi Park — San Mateo, California, United States
Game Engineer

Supergiant Games — San Francisco, California, United States
Platforms Engineer at Supergiant Games

MindBlown Labs — Any City - Remote Work, California, United States
Contract Unity Developer

N3TWORK, Inc — San Francisco, California, United States
Full Stack Game Engineer

N3TWORK, Inc — San Francisco, California, United States
Game Server Engineer