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January 15, 2021
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Posted by David D'Angelo on 12/07/20 03:18:00 pm in Design, Programming, Production, Indie
When we last left off, we had created a self-contained card game on paper! In this part, we'll talk about how the initial design of Joustus was implemented and how we extended it to accommodate the expanding scope of the platforming game.

Posted by Piotr Bomak on 11/30/20 12:55:00 pm in Design, Programming, Art, Console/PC, Serious, Indie
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we went through and what we gained from implementing raytracing.

Posted by Ruben Torres Bonet on 11/10/20 02:31:00 pm in Design, Programming, Art, Console/PC, Serious, Indie, VR
Let’s get back to ray tracing with Unity global illumination. See what’s a better fit for you: baked GI, screen-space GI and ray-traced GI.

Posted by Ruben Torres Bonet on 11/05/20 10:51:00 am in Programming, Art, Console/PC, Serious, Indie, VR
Learn how to render ray-traced colored shadows in Unity to give a unique tint to the style of your game. Real-time ray-tracing will do this for you.

Posted by Tommy Thompson on 11/04/20 08:53:00 am in Design, Programming, Console/PC
How a fuzzy logic system combined with thousands of rules powers the civilian NPCs in Watch Dogs.

Posted by Amir H. Fassihi on 11/02/20 10:10:00 am in Design, Programming, Production, Art, Console/PC, Indie
Children of Morta is a narrative-driven, roguelike action game about a family of guardians. A year has passed since the launch of the game. This article will describe the main lessons we learned from the game's development process and a year post-launch.

Posted by Niklas Gray on 10/30/20 10:23:00 am in Programming
The Machinery game engine is now available for anybody to download and try out.

Posted by Jools Watsham on 10/26/20 10:18:00 am in Design, Programming, Production, Art, Console/PC, Indie
Hatch Tales Game Director shares details behind decision to drastically change image of game.

Posted by Ben Weber on 10/26/20 10:17:00 am in Programming, Smartphone/Tablet
Zynga's Python-focused analytics platform

Posted by Joost van Dongen on 10/22/20 12:02:00 pm in Programming, Console/PC, Indie
SSR is a fun technique for creating detailed, dynamic reflections in games. This post shows how I implemented SSR into Blightbound and how it works. It also goes into the tricks I used to make it have good performance, have fewer artefacts and look good.