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December 12, 2019
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Blog: Building a fantasy VR world in Unity  
by Gamasutra Community [12.12.19]
Learn how we created a high performance fantasy VR environment for our game, Sword Reverie.
Design, Programming

Get a job: Hades dev Supergiant Games is looking for an Engine Programmer  
by Staff [12.11.19]
Our ideal candidate would relish the technical challenges inherent in cross-platform engineering, rendering, multi-threading, systems architecture, and optimization.
Programming, Indie, Recruitment

Best of 2019: How GoldenEye 007 set a new standard for video game AI 1
by Tommy Thompson [12.10.19]
One of the most influential FPS titles of all time, GoldenEye defied expectations and set the standard for NPC AI for future generations.
Design, Programming, Console/PC

Catch a Classic Game Postmortem of FMV chiller 7th Guest at GDC!  
by Staff [12.10.19]
GDC organizers are excited to welcome some of the original development team to GDC 2020 in March for a special Classic Game Postmortem of their influential '90s FMV horror game The 7th Guest!
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, GDC, History

See Death Stranding's AI deconstructed at GDC 2020!  
by Staff [12.09.19]
Kojima's Death Stranding is defined by hard-to-traverse landscapes, and few devs know that better than those responsible for the game's AI and pathfinding systems. Learn how they did it at GDC 2020!
Programming, Console/PC, GDC

Oculus is rolling out controller-free hand tracking for the Quest this week  
by Chris Kerr [12.09.19]
Oculus is bringing controller-free hand tracking to the standalone Quest headset earlier than anticipated.
Programming, Console/PC

Unleash Your Content Distribution with Unity Addressables  
by Ruben Torres Bonet [12.11.19]
It's Christmas time. More than ever, I feel like cutting my content update iteration times by 90%. Do this by allowing your players to download your content on-demand. Here's how you do this with Unity Addressables CDN.
Programming, Console/PC, Serious, Indie, Smartphone/Tablet, VR

Building a Fantasy VR World in Unity  
by Frank Zhang [12.11.19]
Learn how we created a high performance fantasy VR environment for our game, Sword Reverie. Includes a discussion of assets for environment creation that a VR compatible and helps VR performance as well as other optimization tips and tricks.
Programming, Art, Indie, VR

Magic of Addressable Assets and Why You Should be Using Them! [Unity3d]  
by Badger Dox [12.10.19]
Have you been confused, lost, utterly hopeless in trying to understand how or why to use Addressable Assets? No need to worry any longer, I'm here to break down all the why's and how's for you!
Programming, Console/PC, Smartphone/Tablet

World of Mappers, Part 1  
by James Deighan [12.09.19]
Usually, all the cartridges in our retro game collections look pretty much the same from the outside. But are they the same inside?

Video Game Deep Cuts: PlayStation's 25th, Top Games Of 2019 1
by Simon Carless [12.08.19]
This week's roundup includes excellent pieces on the PlayStation's 25th anniversary, multiple new 2019 'best of' game lists, and great articles on Katana Zero, Shovel Knight, Knights Of The Old Republic modders, Mario Maker 2, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Into the Vortex: Procedurally Generating a Hearthstone Clone  
by Yanko Oliveira [12.06.19]
My latest #procjam entry was an exercise in generating complex artifacts out of a single Energy value, along a few procgen paintings to go with them. This covers tricks and design rationale I used to make such a project (kinda) fit a jam timeline.
Design, Programming, Art, Console/PC, Indie

Sucker Punch Productions — Bellevue, Washington, United States
Camera Designer

Schell Games — Pittsburgh, Pennsylvania, United States
Experienced Graphics Engineer

LOKO AI — Los Angeles, California, United States
Senior Unreal Engine Developer
Senior Unreal Engine Developer

PixelPool — Portland, Oregon, United States
Software Developer (Unreal Engine 4, Blueprint, C++)
Software Developer (Unreal Engine 4, Blueprint, C++)

Supergiant Games — San Francisco, California, United States
Engine Programmer at Supergiant Games
Engine Programmer at Supergiant Games

Sony PlayStation — San Diego, California, United States
Character Rigging Supervisor
Character Rigging Supervisor

Snowcastle Games — OSLO, Norway
Gameplay Programmer

Academy of Art University — San Francisco, California, United States
Game Development Instructors
Game Development Instructors

Counterplay Games Inc. — Emeryville, California, United States
Next-Gen Platform Engineer
Next-Gen Platform Engineer, Counterplay Games

Counterplay Games Inc. — Emeryville, California, United States
Senior Gameplay Programmer
Senior Gameplay Programmer, Counterplay Games