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July 7, 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 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 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


ARK hits 1 million sold, reveals UE4 modding toolset  
by Bryant Francis [07.07.15]
Studio Wildcard has announced new modding support for hit Steam early access game Ark: Survival Evolved, which has now sold an impressive 1 million copies.
Design, Programming, Production, Art, Console/PC

A close look at the modern asset pipeline  
by Gamasutra Community [07.07.15]
"A modern asset pipeline can help teams that are striving for greatness in visuals, without having to drown in the amount of work required to make the game run properly."
Programming, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Programming 'promises' for game development 3
by Gamasutra Community [07.07.15]
"Promises are a design pattern to structure asynchronous code and smooth over the complexities of running sequences of (dependent) asynchronous operations."
Programming, Console/PC, Indie, Smartphone/Tablet


Travelogues from a Victorian Adventure  
by Alexander Birke [07.07.15]
In this post mortem Alexander Birke explains how automation and good tools allowed a small indie team deliver a staggering amount of content for the first episode of The Adventures Of Bertram Fiddle, a classic point and click game for mobile and desktop
Programming, Production, Console/PC, Indie, Smartphone/Tablet

A modern asset pipeline: The pipeline  
by Samuel Rantaeskola [07.06.15]
The last post in the series about a modern asset pipeline. In this post we lay out how a pipeline can be structured.
Programming, Production, Art, Console/PC

Next-Gen Cel Shading in Unity 5 10
by David Leon [07.02.15]
With the arrival of Unity 5 we find that itís never been so easy to get high quality visuals in our game, but we donít always want realistic graphics for our project. In this article you will learn how to achieve a cel shading art style with Unity 5.
Programming, Console/PC, Indie, Smartphone/Tablet

Segmentation for Game Developers  
by Mo Firouz [07.02.15]
Push notifications are a powerful resource to engage and reward gamers. Segmentation is key to ensuring the users you reach out to will be incentivized by your messages. Mix this with your gameplay mechanics as a hook to engage with your gamer audience.
Business/Marketing, Programming, Serious, Social/Online, Smartphone/Tablet

MAKING TOOLS WITH UNITY: WORLDSHAPE PART 2  
by Max Anderson [06.30.15]
In Part 1, I gave a quick look at what the WorldShape tool can do, but how does it actually work? How might you create your own similar tools?
Programming, Indie


Vicarious Visions / Activision — Albany, New York, United States
[07.07.15]
VV-Network Engineer
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[07.07.15]
VV-Tools Engineer
See job description.

Incredible Technologies — VERNON HILLS, Illinois, United States
[07.06.15]
Graphics Engineer


Red 5 Studios — Irvine, California, United States
[07.06.15]
UX/UI Designer
Seeking Senior or Mid-level Candidates!

Red 5 Studios — Irvine, California, United States
[07.06.15]
Senior Graphics Programmer
Seeking Senior or Mid-level Candidates!

Red 5 Studios — Irvine, California, United States
[07.06.15]
Senior Tools Programmer
Seeking Senior or Mid-level Candidates!

Red 5 Studios — Irvine, California, United States
[07.06.15]
Senior Audio Programmer
Seeking Senior or Mid-level Candidates!

Red 5 Studios — Irvine, California, United States
[07.06.15]
Senior UI Programmer
Seeking Lead or Senior-level Candidates!

The Workshop — Marina Del Rey (Los Angeles), California, United States
[07.06.15]
Software Engineer (all levels)
C++ Programers interested in Game Development

Havok.com — Dublin, Ireland
[07.06.15]
Senior Tools Engineer