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April 7, 2020
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Features » Programming
Integrating MaxScript and .NET Systems 8
by Kevin Rabun, Shea McCombs [09.09.08]
When Vicarious Visions needed a platform-independent level editor in less than six months, it went with a .NET/3DS Max hybrid solution, and here explains the integration process and the reasoning behind it.

The Whimsy Of Domain-Specific Languages 1
by Mick West [09.03.08]
Neversoft co-founder Mick West explores making your own mini-languages for games by creating Whimsy, a graphical DSL based on the abstract paintings of Parappa creator Rodney Alan Greenblat.
Programming, Visual Computing

Sponsored Feature: Inking the Cube: Edge Detection with Direct3D 10  
by Joshua Doss [08.27.08]
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Intel senior graphics software engineer Joshua Doss delves practically into techniques for edge detection, crucial for many approaches to non-photorealistic rendering.
Programming, Game Developer Magazine, Visual Computing

Games Demystified: Portal 9
by Jeremy Alessi [08.26.08]
In this neat technical article, Alessi deconstructs Valve's Portal -- including a demo and example source code -- to give a clear understanding of the physics principles behind the game's compellingly-executed teleportation mechanics.
Design, Programming

The Code/Art Divide: How Technical Artists Bridge The Gap 18
by Jason Hayes [08.20.08]
In this intriguing technical article, originally published in Game Developer magazine, Volition's Jason Hayes discusses how the Saints Row franchise developer integrates the technical artist into its development pipeline.
Programming, Art, Game Developer Magazine

Beyond AIML: Chatbots 102 4
by bruce wilcox [08.14.08]
Industry veteran Wilcox is creating NPC text chatbots for online world Blue Mars, and this technical article discusses his adventures in AI markup language to create effective human-text interaction.
Programming, Social/Online

Measuring Responsiveness in Video Games 14
by Mick West [07.16.08]
Neversoft co-founder Mick West follows up his previous responsiveness article with a cunning how-to about using a digital camera to track 'controller lag' - benchmarking games from GTA through Heavenly Sword along the way.
Design, Programming

Interview: Soren Johnson - Spore's Strategist 3
by Chris Remo, Brandon Sheffield [07.11.08]
Having lead designed Civilization IV, Soren Johnson was a perfect addition to round out Will Wright's team completing Spore - and in this in-depth Gamasutra interview, he discusses the game's layers, franchise plans, and more.
Design, Programming, Interview, PC, North America

Programming Responsiveness 16
by Mick West [07.09.08]
If you can't control your actions in a game, might the game be to blame? In a technical article, Neversoft co-founder Mick West examines the problem of - and solutions for - response lag in game code.
Programming, Visual Computing

Producers Of The Roundtable: Structuring Your Team 6
by Juuso Hietalahti [07.04.08]
Gamasutra's latest 'Producers Of The Round Table' discussion looks at team structure, with producers from Gas Powered Games, Stainless, Red Storm and Freeverse analyzing how game teams are constructed to function smoothly.
Business/Marketing, Programming, Production, Art, Interview