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October 20, 2014
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October 20, 2014
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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 21
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 2
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


Don't Miss: The Resident Evil 4 postmortem 6
by Yoshiaki Hirabayashi [10.20.14]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 developer Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

Tutorials, tips, and text in Unity  
by Gamasutra Community [10.20.14]
A tutorial on coding text and tips that aren't obtrusive: "any text or tips appear or disappear from non-intrusive areas of the screen at various times, and will never pause or slow down the game."
Programming, Console/PC, Indie, Smartphone/Tablet

Google Play Games SDK adds local multiplayer  
by Christian Nutt [10.17.14]
Google's game development tools get an upgrade for local matchmaking -- across all platforms supported by its tech.
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet


Is it really a bad game? A thought on game polishing! 2
by Eric Reis [10.20.14]
It is common to see around that "polishing won't make a bad game good". But I found this very misleading, as it implies that you should save your efforts. But what if a good game feels bad due to lack of polishing?
Design, Programming, Indie, Smartphone/Tablet

Winning the Loebner's 2
by bruce wilcox [10.20.14]
Given the upcoming 2014 Loebner Competition, it is time to review its vagaries and what it takes to have a winning chatbot.
Programming

Global or Nothing!  
by Miguel Bernal-Merino [10.20.14]
If you believe that thinking outside the box is difficult, try thinking outside your country! Yet this is what you need if you want to survive in today's global market.
Audio, Business/Marketing, Design, Programming, Production, Art

A Defense of Randomness in Competitive Games 2
by Brian Rockwell [10.20.14]
Competitive play in all mediums engages players and spectators, but digital games are uniquely positioned to take advantage of randomness in a way with which physical games would be ill-equipped to replicate.
Design, Programming, Console/PC

Infinitesimal Offset Meshes  
by Thomas Young [10.17.14]
A technique we use in PathEngine with offset mesh vertices to eliminate a bunch of special case conditions, such as vertex crossings and exactly on edge points, and simplify our mesh based geometry.
Programming


Cloud Imperium Games — Austin, Texas, United States
[10.20.14]
DevOps Engineer


Harmonix Music Systems — Cambridge, Massachusetts, United States
[10.20.14]
Client-Server Network Engineer
As a network engineer at Harmonix you will be responsible for the development and maintenance of backend and frontend online systems for Harmonix games. This includes lobby functions, matchmaking, commerce, business intelligence solutions, and social media integration.

Harmonix Music Systems — Cambridge, Massachusetts, United States
[10.20.14]
Software Engineer - Gameplay
Harmonix has an immediate opening for a passionate, motivated, and highly skilled Gameplay Engineer to join our world-class team. You will work with designers, artists, musicians, and engineers to bring our work to life on brand new IP, across multiple platforms.

Cloud Imperium Games — Santa Monica, California, United States
[10.20.14]
Gameplay Programmer


Rumble Entertainment, Inc. — San Mateo, California, United States
[10.20.14]
Senior Game Engineer


Cloud Imperium Games — Austin, Texas, United States
[10.20.14]
Release Engineer


Filament Games LLC — Madison, Wisconsin, United States
[10.20.14]
Game Engineer II


Filament Games LLC — Madison, Wisconsin, United States
[10.20.14]
Game Engineer I


InnoGames GmbH — Hamburg, Germany
[10.20.14]
Software Developer Analytics / Big Data (m/f)
Software Developer Analytics / Big Data (m/f)

InnoGames GmbH — Hamburg, Germany
[10.20.14]
Mobile Developer iOS (m/f)
Mobile Developer iOS (m/f)