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Don't Miss: What Ubisoft learned from making Far Cry 2

Gamasutra - May 24, 2017 4922

In this timeless feature, Ubisoft's Patrick Redding reflects on what the Far Cry 2 team learned during its 3-year development cycle, reflects on current industry trends that informed its development. ...


Balancing unpredictability and order is key for dynamic AI, says The Occupation dev

Gamasutra - May 24, 2017 4868

Two developers from White Paper Games share how working with dynamic AI characters altered how they designed the systems powering The Occupation. ...


Video: Designing Chair Entertainment's Shadow Complex

Gamasutra - May 24, 2017 4867

At GDC 2010, Chair cofounders Donald and Jeremy Mustard speak openly about the pitfalls they encountered and the solutions they implemented while designing the seminal 'Metroidvania' Shadow Complex. ...


Learn about the design challenges of developing VR experiences at VRDC Fall 2017

Gamasutra - May 24, 2017 4866

Organizers of the Virtual Reality Developers Conference are excited to highlight two intriguing sessions for VRDC Fall 2017 from veteran game dev Noah Falstein and two Raw Data devs. ...


We're hosting a panel on accessibility in progression-driven games at 6PM EDT

Gamasutra - May 24, 2017 4866

How can game developers help disabled and differently-abled players see all the cool stuff in their game? We're hosting a panel on accessibility design today at 6PM EDT. ...


Supercell now owns 62% of Space Ape Games

Gamasutra - May 23, 2017 4824

The two companies have entered a 'long-term strategic partnership' that will allow Space Ape to regain operational independence following the share acquisition. ...


Video: How Slime Rancher succeeds through emergent storytelling

Gamasutra - May 23, 2017 4824

At GDC 2017, Monomi Park chief Nick Popovich speaks at length about the "secret sauce" that helped Slime Rancher's slimes capture so many players' hearts: the stories they helped the player tell. ...


Video: Watch an archivist poke and prod a Steam Controller prototype

Gamasutra - May 23, 2017 4823

Librarian Andrew Borman published a video today showcasing how the "Chell" prototype Steam Controller works, how it differs from the final version, and how it's lost support in the last 2 years. ...


Get a job: Telltale Games is hiring a Sr. Animator

Gamasutra - May 23, 2017 4822

Telltale Games is looking for a talented Senior Animator to assist the Animation team in creating high-quality character animation for a game project using Maya and Telltale proprietary tool. ...


How a struggling console translated into high sales for Rain Games' Teslagrad

Gamasutra - May 23, 2017 4822

While sales of the Wii U itself have been less than impressive, one developer notes that the console's unique ecosystem can provide indie games with a space to thrive. ...


Tomorrow is your last day to get a VRDC Fall 2017 pass at the cheapest price!

Gamasutra - May 23, 2017 4787

VR enthusiasts, take note: the deadline to register early for VRDC Fall 2017 at the lowest possible price ends tomorrow, May 24th at 11:59 PM Pacific!  ...


Revenue up at Take-Two as key franchises deliver

Gamasutra - May 23, 2017 4786

Take-Two has released its financials for the year ended March 31, 2017, and it's been a good year for the U.S. publisher.  ...


YoYo Games wants to inspire young game devs with GameMaker education package

Gamasutra - May 23, 2017 4782

YoYo Games wants to encourage more people to explore the world of game development by putting together an education package featuring GameMaker Studio 2.  ...


Blog: 9 things I learned making N.O.V.A.

Gamasutra - May 23, 2017 4781

I believe in order to gain the clarity and perspective necessary to evolve, each of us needs to reexamine his work every few years. This article is the first in this effort, and treats one of my first big success. ...


Don't Miss: How the Witcher devs turn ideas into actual game features

Gamasutra - May 17, 2017 4501

Witcher developer CD Projekt Red opens its vest at GDC 2013 and shows you how it finds great ideas, picks which ones work best as game features and builds optimal production pipelines for them. ...


Take a look at the indie biz strategy that made Kona successful on Steam

Gamasutra - May 17, 2017 4471

It's not easy to launch an indie dev company, but the minds behind Kona gave us some tips while chatting on the Gamasutra Twitch channel. ...


Video: Designing conflict & high-tension moments in 'Secret Hitler'

Gamasutra - May 17, 2017 4467

As part of GDC 2017's Board Game Design Day, dev Mike Boxleiter offers a postmortem look at his work co-designing Secret Hitler, a Kickstarted tabletop game with some interesting social mechanics. ...


Get a job: Disruptor Beam is hiring a Game Designer

Gamasutra - May 17, 2017 4466

Disruptor Beam is looking for a game designer to join its team in Framingham and work with a team of producers, designers, engineers, product managers, and marketers to create free-to-play mobile games. ...


Prey designer Ricardo Bare's advice for prototyping is abstract but valuable

Gamasutra - May 17, 2017 4465

Prey's design lead breaks down one mentality game developers would do well to embrace if they want to create their own systems-based simulation games. ...


Blog: Five suggestions for building a satisfying 4X endgame

Gamasutra - May 17, 2017 4460

4X games often have unsatisfying endgames because their tactics-oriented mechanics get in the way. This article suggests some ways game designers can keep their games enjoyable from start to finish. ...


Blog: Why retro games aren't just about pixel art

Gamasutra - May 17, 2017 4460

In this article I explain why retro gaming isn't just about pixel art, and offer some tips on how you can achieve a low poly art style in Unity. ...


Learn how to make mystery games with the developer of Kona at 3PM EDT

Gamasutra - May 17, 2017 4459

Come chat with Kona developer Alexandre Fiset today at 3PM EDT to learn more about surviving Kickstarter and making mystery games. ...