Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 24, 2020
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:



Get a job: These teams and more are hiring Programmers and Engineers now!  
by Staff [01.24.20]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Console/PC, Social/Online, Recruitment

Video Game Deep Cuts: Eternal Doom, Temtem Touryst  
by Gamasutra Staff [01.24.20]
The latest highlights include a look at new titles including Doom Eternal, Temtem & The Touryst, as well as pieces about Destiny historians, comedy in games, the state of video games in China, & more.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Don't Miss: How a ragtag band of modders restored Star Wars KOTOR II 9
by Bryant Francis [01.24.20]
How a ragtag band of rebel modders fleshed out crucial missing sequences in Obsidian's Knights of the Old Republic II, and how that material came to be incorporated into the official Steam version of the game.
Design, Programming, Console/PC

A fleet of Arwings were just spawned in vanilla Ocarina of Time for the first time ever 1
by Chris Kerr [01.24.20]
In an apparent world first, a speedrunner has managed to spawn a fleet of Arwings in the vanilla version of The Legend of Zelda: Ocarina of Time without using a cheat device.
Design, Programming, Console/PC

Blog: Fixing random encounters with area tracking 2
by Gamasutra Community [01.24.20]
Taking a look at the classic RPG mechanic of random encounters and how we can turn the often scorned mechanic into a beloved part of any exploration game.
Design, Programming

Blog: Choosing the best compression mode for your addressable groups  
by Gamasutra Community [01.24.20]
Here's how to choose the compression settings for your Addressable Groups and Asset Bundles to reduce wasted performance and storage cost.
Design, Programming


Video Game Deep Cuts: Eternal Doom, Temtem Touryst  
by Simon Carless [01.24.20]
The latest highlights include a look at new titles including Doom Eternal, Temtem & The Touryst, as well as pieces about Destiny historians, comedy in games, the state of video games in China, & plenty more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Game Dev Digest Issue #28 - Geo & Vertex Shaders And Animations, Juice, Optimizing Addressables And Builds, Rendering Effects, Giveaways And Sales  
by Mike Marrone [01.24.20]
Game Dev Digest. The free weekly Unity game dev newsletter. Issue #38. Geo & Vertex Shaders And Animations, Juice, Optimizing Addressables And Builds, Rendering Effects, Giveaways And Sales
Programming, Art, Indie

A Simple Localization System  
by Anton Semchenko [01.24.20]
A simple localization system for Unity projects
Programming

From a prototype to one of the biggest idle games in 3 years – postmortem  
by Rok Jesenicnik [01.23.20]
Enjoy a postmortem look at development of Gamex Studio's first military game War Clicks!
Business/Marketing, Programming, Production, Indie, Social/Online

How to Choose the Best Compression Mode for Your Addressable Groups  
by Ruben Torres Bonet [01.23.20]
Here's how to choose the compression settings for your Addressable Groups and Asset Bundles to reduce wasted performance and storage cost
Programming, Console/PC, Serious, Indie, Smartphone/Tablet, VR

Run, Jump and Climb: Designing Fun Movement in Games (with video) 1
by Caleb Compton [01.22.20]
Movement systems in games are often taken for granted, but how your movement feels can make or break your game. What makes a movement system good, and how can you design great movement in your own games? Lets find out!
Design, Programming


Insomniac Games — Burbank, California, United States
[01.24.20]
UI Developer
Insomniac Games - UI Developer

Iridium Studios — Los Angeles, California, United States
[01.24.20]
Gameplay Engineer


Bohemia Interactive — Amsterdam, Netherlands
[01.24.20]
C++ Programmer
Our team in Amsterdam needs your programming skills! Join up!

Amazon Game Studios — Irvine, California, United States
[01.24.20]
Sr. Game Server Engineer - New World


Health Scholars — Westminster, Colorado, United States
[01.23.20]
Quality Assurance Engineer


Deep Silver Volition — Champaign, Illinois, United States
[01.23.20]
Technical Artist


Sucker Punch Productions — Bellevue, Washington, United States
[01.22.20]
Gameplay Programmer
Gameplay Programmer

innogames — Hamburg, Germany
[01.22.20]
PHP Game Developer - Grepolis


Boston Dynamics — Waltham, Massachusetts, United States
[01.22.20]
Software Engineer, Android Developer


Square Enix Co., Ltd. — Tokyo, Japan
[01.22.20]
Experienced Game Developer