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December 4, 2020
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Case study: making Core Defense a solo dev success  
by Gamasutra Staff [12.03.20]
A few months ago, Mario Kaiser released Core Defense on Steam and grossed $20,186 in the first week. Good enough for a solo indie developer – and here's how he did it.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

The A.I. behind unique 'interactive reality TV' game Rival Peak 1
by Sol Sliwinski [12.03.20]
Rival Peak lead software engineer Sol Sliwinski explains why developing artificial intelligence for an artificial, interactive reality TV show involved an unusual amount of cannibalism.
Programming, Console/PC

Blog: Six mistakes that'll drain the 'Juice' out of your game 2
by Mike Salyh [12.03.20]
Players love "juicy" games. Unfortunately, we game-devs occasionally build the opposite: "dry", clunky and awkward games. Here's how to avoid 6 common mistakes that'll drain the juice out of any game.
Design, Programming, Art

Implementing the Intel View in Mafia III 2
by Gamasutra Community [12.02.20]
In the game Mafia III, the player has an ability called Intel View. It highlights characters and objects in the scene, thus making it easier to see them. Here we will describe how it was implemented.
Programming, Console/PC

Get a job: Petroglyph Games is hiring a Graphics Engineer  
by Staff [11.30.20]
A graphics engineer is needed to help maintain, upgrade, and extend our in-house game engine. Your tasks will focus on tools and technology used in our graphics engine.
Programming, Recruitment

Video: A look at Insomniac Games' cache simulator  
by Staff [11.30.20]
Insomniac Games' Andreas Fredriksson presents Insomniac Games' Cache Simulator, an in-house tool developed to gain additional insights into cache performance and utilization of arbitrary CPU code.
Programming, Console/PC, Video


Raytraced shadows implementation in The Riftbreaker  
by Piotr Bomak [11.30.20]
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.
Design, Programming, Art, Console/PC, Serious, Indie

The Bright Side of Ray-Traced Global Illumination  
by Ruben Torres Bonet [11.10.20]
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.
Design, Programming, Art, Console/PC, Serious, Indie, VR

Forget Monochrome Shadows → Go Colored Instead  
by Ruben Torres Bonet [11.05.20]
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.
Programming, Art, Console/PC, Serious, Indie, VR

How Spreadsheets Power Civilian AI in Watch Dogs 2  
by Tommy Thompson [11.04.20]
How a fuzzy logic system combined with thousands of rules powers the civilian NPCs in Watch Dogs.
Design, Programming, Console/PC

Postmortem: Children of Morta  
by Amir H. Fassihi [11.02.20]
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.
Design, Programming, Production, Art, Console/PC, Indie

The Machinery Goes Open Beta  
by Niklas Gray [10.30.20]
The Machinery game engine is now available for anybody to download and try out.
Programming


Wooga GmbH — Berlin, Germany
[12.03.20]
(Senior) QA Automation Engineer


Disbelief — Chicago, Illinois, United States
[12.02.20]
Junior Programmer, Chicago
Junior Programmer

Hit Factor Inc — San Diego, California, United States
[12.02.20]
Game Studio Engineering Lead - Remote


Square Enix Co., Ltd. — Tokyo, Japan
[12.01.20]
Experienced Game Developer


Deep Silver Volition — Champaign, Illinois, United States
[12.01.20]
Senior Technical Designer


Sucker Punch Productions — Bellevue, Washington, United States
[11.30.20]
Senior Camera Programmer


Sucker Punch Productions — Bellevue, Washington, United States
[11.30.20]
Programmer


Petroglyph Games — Las Vegas, Nevada, United States
[11.30.20]
Graphics Engineer
Graphics Engineer

Disbelief — Cambridge, Massachusetts, United States
[11.30.20]
Junior Programmer, Cambridge, MA
Junior Programmer

innogames — Hamburg, Germany
[11.30.20]
Frontend Developer (Haxe) - Video Game: Forge of Empires