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February 6, 2016
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February 6, 2016
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Video: A postmortem of the groundbreaking Pinball Construction Set 1
by Staff [02.05.16]
At GDC 2013 Pinball Construction Set creator Bill Budge lays out the blueprints for how he came to construct a game that has (directly or indirectly) influenced generations of game developers.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Video, Vault

Former Eidos CEO Ian Livingstone to open new UK computer science academies 1
by Chris Kerr [02.05.16]
Games Workshop co-founder and former Eidos CEO, Ian Livingstone, is opening two free UK schools to help the next generation get to grips with computer science, technology, and the arts. 
Programming, Production

GDC 2016: See how the striking look of Mirror's Edge: Catalyst was achieved  
by Staff [02.05.16]
GDC is almost here, and organizers would like to let you know about a talk from EA DICE senior lighting artist Fabien Christin on how the studio is creating the unique look of Mirror's Edge: Catalyst.
Programming, Art, Console/PC, GDC

The Unity add-ons we used to build our FPS 10
by Gamasutra Community [02.04.16]
A large list with images that shows what each add-on was used for in the first person shooter project Immortal Redneck -- everything from AI to shaders, effects, and FPS fundamentals.
Business/Marketing, Programming, Production, Console/PC

Get a job: Sony Santa Monica seeks experienced Tools Programmer  
by Staff [02.02.16]
Sony Santa Monica is looking to hire an experienced coder to work as a Senior Programmer designing tools and other production systems alongside other artists, designers and coders at the studio.
Programming, Console/PC, Recruitment

Video: Coding AI to do multiple things at once in The Sims 4  
by Staff [02.02.16]
At GDC 2014 Maxis' Peter Ingebretson explains how in The Sims 4, Maxis developed a system for authoring interactions that allows Sims to express multiple concurrent behaviors -- just like real people.
Programming, Console/PC, Video, Vault


Procedurally Generating Wrapping World Maps in Unity C# – Part 3  
by Jon Gallant [02.05.16]
In this article series, we will be teaching you how to create procedurally generated world maps, with the help of Unity and C#. This is a four part series.
Programming, Console/PC, Indie

Making of Super Mega Baseball No.17 - The F*#$ing Grind  
by Liane Howill [02.05.16]
The last 6 months before releasing Super Mega Baseball were a grind. The hours...the stress...the caffeine...the bug fixes...
Programming, Production, Console/PC, Serious, Indie

Maximizing Youtubeability: Camera Jitter in Counterpart  
by Chris Johnson [02.05.16]
Video encoding affects which aesthetics we can choose for YouTubeable games. We can optimize this through controlling frame-to-frame detail and where it's located on the screen.
Programming, Console/PC, Indie

Learning to plan and when to let things go  
by Jonathon Kaufman [02.03.16]
Knowing how to proper plan things out and when to let go of the ideas that you want to create in order to get things done.
Audio, Design, Programming, Production, Art, Serious, Indie

Project MD's 3D mirror effect  
by Javier Degirolmo [02.02.16]
The 3D mirror effect in the first level of Project MD is generally acknowledged as being stunning for the Mega Drive, and surprisingly more complex than it seems. Here's a detailed analysis of how it all works.
Programming, Console/PC, Indie

The Power of Local Cubemaps at Unite APAC and the Taoyuan Effect  
by Roberto Lopez Mendez [02.01.16]
In this blog I review some new applications of local cubemaps and explain how to render a new effect of soft reflections from a non-point light source where reflections are more blurred the farther away from the object.
Programming, Smartphone/Tablet


Age of Learning, Inc. — Glendale, California, United States
[02.05.16]
Unity Technical Artist


Insomniac Games — Burbank, California, United States
[02.04.16]
UI Programmer
Insomniac Games is looking for a talented UI Programmer to join us!

Rooster Teeth — Austin, Texas, United States
[02.04.16]
Game Engineer


Vicarious Visions / Activision — Albany, New York, United States
[02.04.16]
Software Engineer
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[02.04.16]
Senior Software Engineer
See job description.

Vrse — San Francisco, California, United States
[02.03.16]
Software Engineer


Vrse — Los Angeles, California, United States
[02.03.16]
Software Engineer


Jackbox Games, Inc. — Chicago, Illinois, United States
[02.03.16]
Software Engineer


Glu Mobile — Toronto, Ontario, Canada
[02.03.16]
Senior Server Engineer


Vrse — San Francisco, California, United States
[02.03.16]
Mobile Platform Developer