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April 21, 2018
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Updates » Programming
Weekly Jobs Roundup: Monomi Park, Visual Concepts, and more are hiring now!  
by Staff [04.18.18]
Gamasutra's Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.
Programming, Art, Production, Recruitment

Blog: Creating a hard AI for Terra Mystica 1
by Gamasutra Community [04.18.18]
Digidiced has been trying to produce a hard AI for Terra Mystica using machine learning, but our results have been a lot less impressive than we were hoping for.
Programming, Design

Don't Miss: A game dev postmortem of Sony Santa Monica's God of War: Ascension 8
by Staff [04.17.18]
Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
Console/PC, Programming, Art, Design, Production

Sponsored: Join this free live webinar on cross-platform multiplayer game dev!  
by Amazon GameLift [04.17.18]
In this free webinar, join AWS and Amazon GameLift and learn how to support cross-platform play for your multiplayer game. Register now!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Get a job: Mothership Entertainment is hiring a Sr. Engineer  
by Staff [04.16.18]
Austin-based Mothership Entertainment is seeking an experienced Senior Engineer help develop, maintain, and optimize the next game in the Aven franchise.
Programming, Recruitment

Video Game Deep Cuts: Dancing Below The Ceiling?  
by Gamasutra Staff [04.15.18]
This week's highlights include an update on Capy's much-discussed Below, how Valve gets you to look up in their first-person shooters, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: A game dev postmortem of the original BioShock 16
by Staff [04.13.18]
In this classic feature, project lead Alyssa Finley writes candidly about trials, triumphs, and lessons learned in the making of the original BioShock.
Console/PC, Programming, Design, Production

How Rainbow Six Siege was rendered  
by Staff [04.12.18]
In this 2016 GDC session, Ubisoft Montreal's Jalal Eddine El Mansouri goes into the work accomplished by the graphics team in order to ship Rainbow Six Siege.
Console/PC, Programming, Video

Sponsored: Designing architecture to support cross-platform play  
by Bruce Brown, Peter Chapman [04.12.18]
Experts from the Amazon GameLift team take an informative deep-dive into the architecture of cross-platform multiplayer games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Sponsored Article

Blog: Optimizing Catan Universe for mobile with Unity 2
by Gamasutra Community [04.12.18]
Here's how I improved the performance of Catan Universe in mobile (iOS, Android) with benefits to WebGL. The path from 2 FPS to 50-60 FPS in two weeks.
Programming, Production

Weekly Jobs Roundup: Bad Robot, Pocket Gems, and more are hiring now!  
by Staff [04.11.18]
From calls for programmers and designers in Ontario to openings for creative directors in California, here are just some of the job listings that hit Gamasutra's job board this past week.
Programming, Art, Design, Production, Recruitment

Peer into the development of Failbetter's Sunless Skies at 1PM EDT  
by Bryant Francis [04.11.18]
We're checking in with Failbetter on the state of Sunless Skies today at 1PM EDT!
Console/PC, Programming, Production, Video

Blog: How to create a terminal system in UE4 2
by Gamasutra Community [04.10.18]
In this post we explain how the terminal and puzzle systems, which are the core mechanics in our game Tartarus, work.
Programming, Design

Game makers share some of their favorite dev 'hacks' 1
by Alex Wawro [04.09.18]
Vlambeer's Rami Ismail posed a fun question on Twitter this morning: "What is your favorite or most surprising 'hack' solution to a game development problem you've personally used or implemented?"
Console/PC, Indie, Programming, Design

Have a look at Atomontage's voxel tech, built to replace polygons 7
by Alex Wawro [04.09.18]
The Atomontage voxel tech has been in R&D for over 15 years, and will be available for use by multiple industries sometime next year. 
Console/PC, Programming, Video

Video Game Deep Cuts: A WiLD eSports Mario Approaches  
by Gamasutra Staff [04.07.18]
This week's highlights include the current fate of Michel Ancel's WiLD, a 'state of eSports' profile, Super Mario RPG archival interview goodness, & much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Nightdive shares source code for System Shock on Mac  
by Alex Wawro [04.06.18]
The folks at Nightdive Studios this week released the source code for the Mac version of Looking Glass Studios' 1994 classic System Shock.
Console/PC, Programming, History

Get a job: Visual Concepts is hiring a Sr. Tools Software Engineer  
by Staff [04.06.18]
Visual Concepts is looking for someone to develop next-generation tools and engines, with a focus on the interactive layer of the two as a member of its Agoura Hills-based team.
Programming, Recruitment

Ubisoft opens Winnipeg studio to develop world building tech 1
by Chris Kerr [04.06.18]
Ubisoft has cut the ribbon on a new studio in Winnipeg, Canada, that will focus on developing tools and technologies for creating immersive game worlds.
Programming, Production

Blog: Here's an easy way to improve lerp smoothing 10
by Gamasutra Community [04.06.18]
Using value = lerp(value, target, speed) to smoothly animate a value is a common pattern. A trivial change can make it frame rate independent and easier to tune.
Programming, Design, Production