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April 18, 2015
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April 18, 2015
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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

Get a job: Be an AI Programmer for Tripwire  
by Staff [04.17.15]
If you're comfortable with C++ and Unreal Engine, the house that built Killing Floor 2 seeks an AI programmer like you to work on character and monster AI in Tripwire's Roswell, GA offices.
Programming, Console/PC, Recruitment

Don't Miss: What I learned coding X-Wing Vs. TIE Fighter Exclusive 1
by Peter Lincroft [04.17.15]
In this classic 1999 feature, Totally Games programmer Peter Lincroft offers a behind-the-scenes look at the design of X-Wing Vs. TIE Fighter -- with a specific focus on its multiplayer systems.
Programming, Console/PC, Exclusive

Blog: Change your game designers' lives with faster data  
by Gamasutra Community [04.17.15]
The road to faster, more complete analytics: From a bad solution to a better one, and onward from there -- this post explores the advantages of delivering more data more quickly.
Business/Marketing, Design, Programming, Smartphone/Tablet

Resolving Missing Script References in Unity  
by Vegard Myklebust [04.17.15]
Fixing missing script references for Unity.
Programming, Console/PC, Indie

Speed Matters  
by Jozo Kovac [04.16.15]
Everyone wants to know their players. But to truly understand them you need lot of data. With lots of data you get lots of problems. How do you manage this without losing your hair? This is how we did it...
Business/Marketing, Design, Programming, Social/Online, Smartphone/Tablet

The swampy world of porting and the art of anticipation 2
by Eduardo Garabito [04.15.15]
Teslagrad is a Metroidvania game based on physics and magnetism. Created on Unity (first on PC) we ported it to Wii U, PS3, PS4 and PS Vita. We certainly had quite a few problems and come up with a bunch of solutions, which we have written below.
Programming, Production, Console/PC, Indie

Breaking Into the Industry: Full Story of One Game Developer 1
by Sergey Mohov [04.15.15]
Video games is a very closed and surprisingly conservative industry. It's like a club. People in it often give advice, but rarely talk about their own path in much detail. This is a story about how I got my industry gig.
Design, Programming, Indie

Distributing Your Game via CDN - Not Just for Megacorps Anymore 2
by Robert Basler [04.14.15]
When I started developing The Imperial Realm :: Miranda, Content Delivery Networks (CDNs) were big and fancy and expensive and only used by giant megacorps, so I never imagined I'd be able to afford to use one.
Programming, Production, Indie

GlassLab, Inc. — Redwood City, California, United States
Backend Engineer
Backend Engineer

GlassLab, Inc. — Redwood City, California, United States
Front End Engineer
Front End Engineer

Muti Labs — Santa Monica, California, United States
Senior Game Engineer (Mobile / Unity)

GlassLab, Inc. — Redwood City, California, United States
Systems Engineer
Systems Engineer

GlassLab, Inc. — Redwood City, California, United States
Data Engineer
Data Engineer

Shiver Entertainment — Miami, Florida, United States
Game Programmer | C++ Engineers
Shiver is Miami's newest video game start-up, backed by industry veterans and sizable capital.

Bluepoint Games, Inc. — Austin, Texas, United States
Senior Generalist Engineer
Bluepoint Games is looking for a SENIOR GENERALIST ENGINEER to join us in doing whatever it takes to make the best games possible.

Shiver Entertainment — Miami, Florida, United States
Sr. Game Programmer C++
C++ experience is a MUST! Senior Software Engineer/Programmer with 5+ years experience, preferably in game design and development. Programming experience in: Java, Javascript, Objective-C and/or Unity is preferred. Mobile Development experience is a plus.

Tripwire Interactive LLC — Roswell, Georgia, United States
AI Programmer
Tripwire Interactive is looking for an AI Programmer to join the Tripwire Interactive family. Developer of the critically acclaimed Red Orchestra series and the smash hit Killing Floor series, Tripwire has a history of developing some of the most popular multiplayer games in the world. If you are an AI Programmer with the skills and the passion to make Killing Floor 2’s monsters even scarier, then Tripwire Interactive is the right place for you.

Deep Silver Volition — Champaign, Illinois, United States
Senior or Principal Programmer