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April 7, 2020
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Features » Programming
Streaming for Next Generation Games 4
by fredrik lnn [11.30.06]
In today's Gamasutra technical article, Fredrik Lnn from Avalanche Studios discusses proper content streaming techniques for next-gen consoles, such as those he utilized for the 1,024 square km terrain on Just Cause.

Implementing Dataports  
by Martin Linklater [11.16.06]
In this technical feature, Sony Computer Entertainment's Martin Linklater (Wipeout: Pure) explains his process for utilizing dataports, a data structure which has has a unique global identity at runtime.

Principles of Virtual Sensation  
by Steve Swink [11.14.06]
In today's insightful Gamasutra feature, Flashbang Studios game designer Steve Swink explores the principles of creating 'feel' in games: the art of giving players a feeling of challenge, mastery, and control.
Design, Programming, Art

Automated Build and Test Systems for Games  
by Mark Cooke [11.09.06]
Nihilistic lead gameplay programmer Mark Cooke (Marvel Nemesis: Rise of the Imperfects) guides us through Nihilistic's approach to building a test system which, as he puts it, "lets a machine do the repetitive and time consuming tasks."

A 2D Render Base Using Policy Based Design  
by Zhaolin Feng [11.01.06]
In this technical feature, Chinese casual games programmer Zhaolin Feng gives us his tutorial on creating a fluid 2D render base, using a technique inspired by Andrei Alexandrescu's Modern C++ Design.
Programming, Art

Beyond Machinima: Rudy Poat and John Gaeta on the Future of Interactive Cinema  
by Jason McMaster [10.17.06]
Visual effects designer John Gaeta, best known for his Oscar-winning 'bullet time' effects for The Matrix, talks to Gamasutra about his collaboration with EA's Rudy Poat on a startling new film using real-time game engine manipulation and AI.
Design, Programming, Production, Art

Creating A Post-Processing Framework: 1
by Marko Kylmamaa [10.03.06]
In this technical article, Marko Kylmamaa explains how to create a powerful post-processing framework, to add features from basic blooming to color space manipulation and image perturbation to your game.
Design, Programming

Modeling Opinion Flow in Humans Using Boids Algorithm & Social Network Analysis 1
by Skip Cole [09.28.06]
In this fascinating technical article, Skip Cole discusses the possibility of mapping masses of rapidly-changing human opinions for use on game NPCs - introducing new types of gameplay along the way.
Design, Programming

Swiss Army Chainsaw: A Common Sense Approach to Tool Development  
by Ben Campbell [09.21.06]
In today's Gamasutra cover feature, programming veteran Ben Campbell (Heavenly Sword, Creatures series) boils his tool development experience down to snippets of wisdom, useful for developers of all experience levels!

Indie Postmortem: 'FishEd'  
by Andy Roberts [09.19.06]
Scary Fish, Ltd. Managing Director Andy Roberts provides a postmortem of 'FishEd,' the unique and powerful 2D map editing suite he designed from the ground up in the Blitz+ programming language, in today's Gamasutra cover feature.
Postmortem, Programming, Production