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April 24, 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 20
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


Epic releases Unreal Engine 4.1, including PlayStation 4, Xbox One support 2
by Christian Nutt [04.24.14]
Subscribers can now download the new version from GitHub, including both the stable build and "bleeding edge," untested new code.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Automatic avoidance for player characters on an indie budget 2
by Gamasutra Community [04.23.14]
Mike Bithell (Thomas Was Alone) describes how he's emulated the smart input optimization you see in triple-A games in his upcoming Volume -- in a quick and simple way.
Programming, Console/PC, Indie

An evolutionary algorithm in action: Darwin's Nightmare 1
by Gamasutra Community [04.22.14]
"In this game, all enemy craft designs are obtained by varying a unique genotype: whenever a new ship appears on the screen, digital DNA is recombined to create a new type."
Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet


Procedural Generation of Word Game Boards  
by Robert Targosz [04.24.14]
An overview of the process I followed for creating boards for my upcoming game Word Portal, including attempts at procedural generation, and interim solution and future plans.
Design, Programming, Indie, Smartphone/Tablet

Thinking from the player's perspective  
by David Lin [04.24.14]
As developers, designers of games, how often do we stop to think about the people who gets to play them? Do we take into consideration what their perspectives are?
Audio, Design, Programming, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

An interview with a twelve-year-old game developer and author  
by Irina Bratchikova [04.23.14]
Vadim developed a game called Robots Inc. with unusual voice controls (to make the robot fly, you have to make buzzing sounds; and to set off the bomb planted at the end of the game, you have to say “Bang!”). It isn’t often you meet twelve-year-old mobile
Programming, Production

Country for Old Men (and Women)  
by Luis Matos [04.22.14]
This week I was quite surprised at the latest news about Oculs Rift. I guess you will never know how people use their technology and how far they can go with it, in ways that are unsee even to the creators of such technology. And it makes you wonder about
Programming, Art, Serious

Creating the GUI  
by Armando Miguel Cerasoli Quintero [04.22.14]
A small update of what I'm currently working on: the GUI for Emancipation.
Design, Programming, Console/PC, Indie


Io-Interactive — Copenhagen, Denmark
[04.24.14]
Gameplay Programmer
As a gameplay programmer you are responsible for implementing the gameplay features of our Hitman game.

Io-Interactive — Copenhagen, Denmark
[04.24.14]
Generalist Tech Programmer
You will be part of a team of very experienced programmers who work on advanced game technologies to push our AAA experiences to new heights.

Crytek — Shanghai, China
[04.24.14]
Mobile Programmer
Game programmer (Mobile)

2K — Novato, California, United States
[04.24.14]
Senior Tools Programmer


Turbine Inc. — Needham, Massachusetts, United States
[04.23.14]
Director, Analytics Platform Development
Director, Analytics Platform Development

Gameloft Toronto — Toronto, Ontario, Canada
[04.23.14]
Technical Artist
Gameloft, a leading international publisher and developer of digital and social games with offices in 30 countries including Europe, North America and Asia, is seeking a Technical Artist to join our Toronto Studio. Previous hit games such as The Oregon Trail, Modern Combat 4, Brother in Arms 2, N.O.V.A., Avatar, Dungeon Hunter, Despicable Me: Minion Rush, Assassin’s Creed, Terminator Salvation, Asphalt 8, Let’s Golf!, and Order and Chaos are just a few of the 300 games Gameloft has created since it was founded.

Muti Labs — Santa Monica, California, United States
[04.23.14]
Senior Game Engineer


Digital Extremes — London, Ontario, Canada
[04.23.14]
Programmers
Programmers

Square Enix Co., Ltd. — Tokyo, Japan
[04.23.14]
Programmers
Join our ongoing next-gen game engine development effort at Square Enix!

Treyarch / Activision — Santa Monica, California, United States
[04.23.14]
Production Coordinator (temporary) - Treyarch
Come work at Treyarch in sunny Santa Monica!