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January 22, 2021
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Video: Behind the massive crowds of Assassin's Creed Unity  
by Staff [01.21.21]
In this 2015 GDC session, Ubisoft's Francois Cournoyer discusses the processes for creating the massive AI crowds that populate the world of Assassin's Creed Unity.
Programming, Console/PC, Video

Here's what to expect from GDC Showcase  
by Staff [01.21.21]
Here's a quick breakdown of what kind of talks and sessions you can expect at GDC Showcase in March.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, GDC

Video: Shader and surface-driven GPU particle FX techniques  
by Staff [01.20.21]
In this 2018 GDC talk, programmer Christina Coffin explains alternative approaches to emitting particles from game environment effects.
Programming, Console/PC, Video

Get a job: Join Leaftail Labs as a Software Development Engineer  
by Staff [01.19.21]
Leaftail Labs is looking for a talented software engineer to help us on its quest to pioneer immersive gaming for everyone.
Programming, Recruitment

Get a job: Join Jackbox Games as a Sr. Gameplay Engineer  
by Staff [01.15.21]
Jackbox Games is looking for a Senior Gameplay Engineer to join our team in Chicago! (Though currently, we are all working from home.)
Programming, Console/PC, Smartphone/Tablet, Recruitment

Don't Miss: Monolith Productions' postmortem of Middle-earth: Shadow of Mordor 7
by Staff [01.15.21]
What went right and wrong during development of the award-winning open-world game Middle-earth: Shadow of Mordor, an "enormously educational experience" for Monolith.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

Game Dev Digest Issue #78 - Programming and more  
by Mike Marrone [12.31.69]
Game Dev Digest Issue #78 - Programming and more. The latest from the free weekly Unity3d/gamedev newsletter.
Design, Programming, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Beast Master - Development Update 18 - GUI Improvements  
by Luca Russo [12.31.69]
Hello everyone! This week we improved our GUI for the Beast Master.
Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet

PART II: It's Time to Move Out of the Boogle House  
by Neil Schneider [12.31.69]
Cross-platform development is based on a Boogle House foundation that is beginning to creak from age, stress, and limits reached. In part two of this series, Neil Schneider highlights the risks in action and possible solutions.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Serious, Indie, Smartphone/Tablet, VR

My experience as Unity3d team lead  
by Tymur Koshel [12.31.69]
Recently I became the team lead in the company I am working for and here I want to share a few lessons that I already managed to learn.
Programming, Serious

'Enemy Remains' dev diaries: Polishing the game  
by Harri Jokinen [12.31.69]
A long-form dev diary entry talking about 'Enemy Remains', its upcoming early access launch and game development overall.
Design, Programming, Production, Console/PC, Indie

Roguelike "Saikyou" Devlog #15 | Enemy Update 0.11.0  
by Deniz Cakmaz [12.31.69]
Welcome everyone, we are working on a fast paced 2D roguelike. You fight robots in a futuristic arena as a samurai while hyping up the crowd. This update worked on the enemies by finalizing the boss and more
Design, Programming, Indie

innogames — Hamburg, Germany
Senior Mobile Game Developer (C++) - Forge of Empires

Pixelberry Studios — Mountain View , California, United States
Engineering Manager

Deep Silver Volition — Champaign, Illinois, United States
Senior Technical Designer

Remedy Entertainment — Espoo, Finland
Senior Programmer (Character Tech)

Remedy Entertainment — Espoo, Finland
Senior Gameplay Programmer

Remedy Entertainment — Espoo, Finland
Programmer (Character Tech)

Square Enix Co., Ltd. — Tokyo, Japan
Experienced Game Developer

Disbelief — Cambridge, Massachusetts, United States
Junior Programmer, Cambridge, MA
Junior Programmer

Disbelief — Chicago, Illinois, United States
Junior Programmer, Chicago
Junior Programmer

Insomniac Games — Burbank, California, United States
Technical Artist
Technical Artist