Planet Gamedev

Gamasutra Feature Articles

Want people to care about your studio? Get your story straight

March 06, 2015 12:00 PM

"My belief was that if we had a strong and original game, that would be the thing to talk about. Journalists want to tell stories, interesting stories and preferably new stories that haven't been told before." ...

Weaving Super Mario Galaxy's tunes together

March 06, 2015 09:01 AM

"Creating medleys is hard, probably one of the hardest tasks of an arranger. You have to please the fans and, at the same time, try something new and innovative." ...

Women share their #1ReasonToBe in games, in a powerful GDC panel

March 06, 2015 09:00 AM

Eight women received standing ovations after describing their experiences working in the video game industry at the #1ReasonToBe panel at GDC in San Fransisco last night. ...

iPhone Development Tutorials and Programming Tips

Examples: Common Data Structures And Algorithms Implemented In Swift

by Johann at March 06, 2015 07:32 AM

Last year I mentioned a nice collection of design patterns implemented in Swift.

Here’s a project from Wayne Bishop that provides a number of examples of many different data structures implemented in Swift, and also a number of commonly seen algorithms.

Here’s a list of the algorithms within Swift Structures as stated within the readme:

Linked Lists
Binary Search
Insertion Sort
Bubble Sort
Quick Sort
Merge Sort
Hash Tables
Binary Search Trees
Stacks & Queues
Dijkstra’s Shortest Path
Heaps & Heapsort Operations
Depth-First Search
Breath-First Search

You can find SwiftStructures on Github here.

A great collection of common data structures and algorithms if you’re looking for an implementation or just learning Swift.

Original article: Examples: Common Data Structures And Algorithms Implemented In Swift

©2015 iOS App Dev Libraries, Controls, Tutorials, Examples and Tools. All Rights Reserved.


Khronos Group full Vulkan Session with Q&A now on Youtube

March 06, 2015 01:13 AM

The complete Khronos Vulkan session is now on youtube. This is from the live stream this afternoon. A proper video will be posted online in a few days along with the slides from the presentation.

Gamasutra Feature Articles

Warren Robinett reflects on his 'signature' game: Adventure

March 06, 2015 01:04 AM

Game industry veteran Warren Robinett reflects on some of the curious challenges he faced in developing Adventure, his seminal Atari 2600 action adventure game, today at GDC 2015. ...

'We should have been more audacious' - A Civilization: Beyond Earth retrospective

March 06, 2015 12:51 AM

Firaxis was too concerned about alienating players of previous Civilization games when creating the most recent title in the series, Beyond Earth, the game's lead designers said at GDC 2015 today. ...

Saving video game history begins right now

March 06, 2015 12:27 AM

At Game Developers Conference 2015, Jason Scott, archivist at the Internet Archive, urged developers to start preserving their history immediately. ...

How games can shape American culture - and vice versa

March 06, 2015 12:15 AM

Mushroom 11 developer Julia Keren-Detar gave a brief a history of early American board games today at GDC, and showed how the games we make influence (and are influenced by) culture. ...

Gamasutra Feature Articles

One Life Left vs. Gamasutra Podcast #1: Pipelines 'n' Tubes

March 05, 2015 11:02 PM

Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015. ...


Vulkan session will be Live Streamed

March 05, 2015 09:57 PM

Please join us at 2PM pacific time for a Live Stream of the second and last Vulkan session at GDC. There will be better quality video and slides available in the next few days.

Gamasutra Feature Articles

CryEngine sticking to $9.90 subscription, working hard to improve

March 05, 2015 09:56 PM

Gamasutra speaks to Crytek's director of production, David Bowman, about the company's efforts in the last year to broaden its user-base, improve tools and capabilities, and speak to its community. ...

The future of Morpheus, according to Sony's Shuhei Yoshida

March 05, 2015 09:50 PM

Gamasutra sits down with Shuhei Yoshida, Sony's President of Worldwide Studios, to talk about the state of Project Morpheus and what developers should know about making PlayStation VR games. ...

Git for Unity developers

March 05, 2015 09:03 PM

"I tried to keep the tutorial as pragmatic as possible, covering the most common usage of Git. See the links throughout the article for some deep dives into different aspects of Git." ...

Being smart, being stupid with Hitman Go's design

March 05, 2015 08:38 PM

At Game Developers Conference 2015, Daniel Lutz, game director at Square Enix Montreal, explained how designing with constraints in mind helped lead to the success of the stealthy mobile game Hitman Go. ...

Don't Miss: A Game Design Deep Dive into Amnesia's 'Sanity Meter'

March 05, 2015 08:31 PM

Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design. ...

Steam Machines and a Steam Controller have hit the Steam store

March 05, 2015 08:15 PM

As GDC rolls on, Valve has listed a seemingly final version of the Steam Controller and an array of third-party Steam Machines on its Steam storefront. ...

5 reasons NOT to outsource art

March 05, 2015 07:37 PM

"There are a lot of advantages to art outsourcing, and for many projects it's a really great option, but outsourcing isn't always the best option for every project (or every part of every project)." ...

Don't save your bullets: Darkest Dungeon's Red Hook on Early Access

March 05, 2015 07:25 PM

We talk to Red Hook Studios, makers of Darkest Dungeon, about how to manage to successful Early Access game, and not saving your big guns for later. ...

Geeks3D Forums

Intel Reveals Unlocked, Socketed Broadwell CPU & Core i7 NUC With Iris Graphics

March 05, 2015 06:53 PM

"Intel just wrapped up an event at a location adjacent to the Game Developers Conference where the company discussed some updates to its 5th Gen Core processor line-up, Intel graphics developments, the Intel Hardware SDK, and its various game developer...

Gamasutra Feature Articles

Dynamic 2D character lighting in Unity

March 05, 2015 06:33 PM

"All in all we're currently having 3D spot and point lights for ambient lighting, 2D volumetric lights for backlight refractions and 3D point lights for dynamic backlight effects in our scene." ...

Programming blog: Vector hosted lists

March 05, 2015 12:17 PM

"Hosting a list in a vector ain't rocket science, but I think it's a good technique to have in mind when designing data structures generally, and it's definitely a worthwhile topic." ...

Code Corner

PhysX is Open Source (EDIT: or is it?)

by admin at March 05, 2015 09:14 AM Note that contrary to what the post says, this is only the second best version (3.3.3). We are currently working on 3.4, which already contains significant changes and significant speedups (for example it includes Opcode2-based mesh collision structures, which provides faster raycasts, overlap and sweep queries). I think we will eventually open source 3.4 too, [...]

Gamasutra Feature Articles

The value of 'rubber banding' as a casual engagement driver

March 05, 2015 09:02 AM

"Theoretically, you can say the concept and effect of rubber banding is a high engagement driver in casual games and is less effective in hardcore games." ...

iPhone Development Tutorials and Programming Tips

Open Source iOS Component Enhancing The Back Button With Multi Level Selection

by Johann at March 05, 2015 07:44 AM

I’ve mentioned a number of components for enhancing the navigation bar, most recently a component allowing you to easily add dynamic color fade to the navigation bar.

Here’s an open source component that provides an enhanced back button allowing the user to go back multiple levels called iOS-multi-back-button from Anders Borum.

With iOS-multi-back-button when the user presses the back button they are shown a popover with the different view controllers in the navigation stack and can navigate to the view of their choice.

This is an image showing iOS-multi-back-button inaction:


You can find iOS-Multi-Back-Button on Github here.

A great component for enhancing navigation.

Original article: Open Source iOS Component Enhancing The Back Button With Multi Level Selection

©2015 iOS App Dev Libraries, Controls, Tutorials, Examples and Tools. All Rights Reserved.

Gamasutra Feature Articles

Shadow of Mordor takes top prize at Game Developers Choice Awards

March 05, 2015 04:30 AM

Monolith Productions' open-world action game netted the Game of the Year award this evening at the 15th annual GDC Awards, which also honored titles like Monument Valley and people like Brenda Romero. ...

Outer Wilds wins top honors at the 17th annual IGF Awards

March 05, 2015 03:15 AM

The celestial exploration game netted Team Outer Wilds the Seumas McNally Grand Prize for Best Independent Game (and it's accompanying $30,000 cash award) at tonight's 17th annual IGF Awards. ...

Confetti Special FX

Confetti visits Supergiant Games

by Wolfgang at March 05, 2015 01:23 AM

During GDC 2015, we had the opportunity to visit Supergiant Games in their new office. Here is a polaroid:

Polaroid of vist at Supergiant Games

Gamasutra Feature Articles

How Creative Assembly Brought Fear To Alien: Isolation

March 05, 2015 12:51 AM

Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how Creative Assembly focused on building a horror game, not an action game, through deliberate design choices. ...

iPhone Development Tutorials and Programming Tips

Tutorial: Take A Great Looking Animation And Turn It Into An iOS Component

by Johann at March 04, 2015 11:55 PM

Last month I mentioned a nice guide and component showing how to create an interesting circular image loader that has the image expand through the center of the loader.

Here’s an in-depth tutorial from Neeraj Kumar showing how to create a morphing play/pause button utilizing Core Graphics.

In the tutorial Anton explains how he deconstructed the original animation, discusses layers, and then moves through step-by-step as to how to create the button.

Here’s an image showing the end result button in action:

Play Pause

You can find the tutorial over on Neeraj’s blog.

You can find PlayPauseAnimation on Github here.

The original animation that inspired the tutorial can be found on Michael Villar’s motion experiments page.

A nice guide on how to create a great button animation using Core Graphics.

Original article: Tutorial: Take A Great Looking Animation And Turn It Into An iOS Component

©2015 iOS App Dev Libraries, Controls, Tutorials, Examples and Tools. All Rights Reserved.

Game Design Aspect of the Month

IGDA Webinar: How To Get More Speaking Gigs to Grow Your Career

by (Sande Chen) at March 04, 2015 11:15 PM

Interested in speaking at the Game Developers Conference next year? Listen to this audio recording to get tips from past/present GDC speakers on how to land more speaking opportunities.

And if you're at the Game Developers Conference this week, be sure to stop by the IGDA Booth and learn how the IGDA can help with your professional growth.

Gamasutra Feature Articles

Weta Digital, Epic Games, and the future of film, games, and VR

March 04, 2015 10:40 PM

Weta Digital head of R& D Alisdair Coull and Epic Games CTO Kim Libreri talk about the creation of the Smaug VR demo, the convergence of film and games art, and the opportunity for devs in VR. ...

Balance balls make better games? Tips from Swery65

March 04, 2015 10:37 PM

The always-spirited Swery65 offered a bevy of surprising and insightful development tips on everything from making better motion controls and creating more empathy to getting along with your team. ...

Teaching AI to eat with two hands from the fridge

March 04, 2015 09:55 PM

"Granted, there are plenty of software systems more complex than this. So, wouldn't you concede, Dear Mr. Naysayer, that this task of eating out of the fridge was hard after all?" ...

Carmack's perspective on the future of mobile VR game development

March 04, 2015 09:48 PM

Oculus CTO John Carmack spent nearly two hours today speaking to GDC attendees about the ups and downs of mobile VR development, and what developers can do to make better VR games. ...

Hands-on: Full-room SteamVR highly-impressive, even as a prototype

March 04, 2015 09:35 PM

Valve Software was on hand at Game Developers Conference 2015, doing behind-closed-door demos of full-room SteamVR, and even in prototype form, the company's offering is already impressive. ...

EA shutters venerable SimCity studio Maxis Emeryville

March 04, 2015 09:15 PM

The venerable studio, originally founded as Maxis Software in 1987, has been shut down as EA consolidates ongoing development of The Sims and SimCity to its other Maxis satellite studios. ...

Xbox's vision for a cross-platform future

March 04, 2015 08:27 PM

Microsoft plans to create a single, unified platform for game developers with the forthcoming launch of Windows 10, which will have Xbox Live integration to allow for cross-play across devices. ...

Analyzing Monkey Island 2 puzzle dependencies and game balance

March 04, 2015 08:06 PM

"What makes a good puzzle chain? How can charts and graphs help you get the right feeling if the puzzles you wrote work as intended concerning the overall game experience?" This post answers that question. ...

Geeks3D Forums

NVIDIA GeForce Titan X Announced with 12GB VRAM

March 04, 2015 07:26 PM

During today's Epic Games event at the Game Developers Conference 2015, NVIDIA co-founder Jen-Hsun Huang rushed the stages like a professional wrestling hero to announce the Titan X, NVIDIA's latest GPU. Huang claims it is the most powerful GPU...

Gamasutra Feature Articles

Epic's Sweeney: Unreal Engine is at the epicenter of a graphics-intense future

March 04, 2015 06:49 PM

At GDC this morning, Epic Games founder Tim Sweeney gave a talk that essentially had one main point: As realtime, photorealistic graphics rise in importance, Unreal Engine will be at the forefront of that movement. ...

Blog: You don't always have to commit

March 04, 2015 05:08 PM

"In games, it feels like when you make something, it is supposed to be all the way. That if you make horror, the horror has to be pitch-black... but the world doesn't work in absolutes." ...

Unity won't be sold, and is planning for a VR future: John Riccitiello speaks

March 04, 2015 05:06 PM

Unity's CEO holds court with Gamasutra, dismissing the possibility of an acquisition, charting the future of the engine, and talking about what sets the company apart. Oh, and yeah, he talks pricing. ...

Complexity and complication in game design (Also: Why I love Go)

March 04, 2015 04:35 PM

"Let me tell you about Go. The rules are very, very simple. The possibilities, the implications of each single move, are more than any human can grasp." ...

Games as a service company PlayFab raises $7.4 million

March 04, 2015 10:43 AM

Playfab, a cross-platform tool provider to enable games to better operate as service, has secured further funding. ...

Corona Labs releases its mobile SDK for free

March 04, 2015 10:35 AM

As part of their acquisition by Fuse Powered, Corona Labs has announced their mobile SDK is now free. ...

Perforce Software launches Helix collaboration platform

March 04, 2015 10:25 AM

Popular version control software Perforce has launched Helix, a larger-scale collaboration platform. ...

Postmortem: Failbetter Games' Sunless Sea

March 04, 2015 10:12 AM

Failbetter Games co-founder Alexis Kennedy takes you behind the scenes of what went right (and wrong) during development of the studio's darkly comedic roguelike game Sunless Sea. ...

Our tutorial doesn't work. What next?

March 04, 2015 09:01 AM

A redesign blog: "How many people got overwhelmed and just stepped away because of the sheer number of tutorials? We have no way of knowing." ...

iPhone Development Tutorials and Programming Tips

A UICollectionView Layout For Creating Great Looking Rotating Card Style Menus

by Johann at March 04, 2015 07:12 AM

Late last month I mentioned a nice UICollectionViewFlowLayout for creating great looking mosaic style photo galleries inspired by Facebook’s photo section..

Here’s an open source component providing a UICollectionView layout providing a neat way to rotate through different sections with a rotary style setup inspired by Facebook’s paper app called RGPaperLayout from Robera Geleta.

RGPaperLayout allows the user to easily scroll through selections at the bottom of the screen and provides natural UIScrollView style animations.

Here’s a video showing RGPaperLayout in action:

You can find RGPaperLayout on Github here.

An interesting UICollectioNViewFlowLayout.

Original article: A UICollectionView Layout For Creating Great Looking Rotating Card Style Menus

©2015 iOS App Dev Libraries, Controls, Tutorials, Examples and Tools. All Rights Reserved.

Gamasutra Feature Articles

Sony's Project Morpheus release window announced

March 04, 2015 01:53 AM

During Game Developers Conference week, Sony announced a commercial release date for its virtual reality headset, codenamed Project Morpheus. ...

Valve chases VR and in-home game streaming with new hardware

March 04, 2015 01:42 AM

Valve is keeping busy at GDC this year with debuts of a Steam Link set-top streaming box, a final Steam Controller, a fresh crop of Steam Machines and a new motion-tracking system known as Lighthouse. ...

Valve debuts Source 2 for free in bid to compete with Epic, Unity

March 04, 2015 12:48 AM

Valve is officially debuting its long-rumored Source 2 engine at GDC this week alongside a host of other new technologies, and it's expected to launch at a competitive price: free. ...

Storybricks shuts down in the wake of SOE sale

March 04, 2015 12:17 AM

The developers of the Storybricks artificial intelligence engine are closing up shop and moving on to other projects after parting ways with Daybreak Game Company (formerly SOE) and Everquest Next. ...

Gamasutra Feature Articles

The secrets behind This War of Mine's emotional impact

March 03, 2015 11:07 PM

11 Bit Studios Pawel Miechowski talks about how disrupting players' expectations, studying their decision-making process and creating opportunities to imagine helped make This War of Mine acclaimed and impactful. ...

Writing presence: How good storytelling helps a VR game feel real

March 03, 2015 11:05 PM

It's hard enough to make a VR game that's comfortable and satisfying to play for extended periods of time; how do you tell a good story in the process -- and why should you bother? ...

Game From Scratch

Allegorithmic release tools under awesome new rent to own license

by at March 03, 2015 10:48 PM

Allegorithmic, makers of the popular Substance 3D painting suite among other products have just announced an excellent new way to purchase their products.


They announced a new program, Substance Live, details below were taken from this forum posting:




Basically, like many other packages, you can now subscribe to Substance Designer/Painter for a monthly fee. Then the cool part… once your subscription hits the purchase price… you own the product!


Yes folks, rent to own has come to the game dev world, and it’s an awesome thing!  Let’s hope this catches on!

Unity 5 released with a new (and awesome) pricing model

by at March 03, 2015 10:37 PM


With GDC on, after Unreal’s announcement I think this will come as a surprise to absolutely nobody…  Unity 5 is here and it now has a new, more indie-friendly license.


Here is the release from their blog:


Unity 5 is here. For everyone.

Today is the big day. We’re launching Unity 5 globally.  Today.  Yes, you can all download it now.

There are literally over a thousand improvements in Unity 5 that we’d love to talk about.  My quick blog today is not the place to do that.  This note is being posted just as I go on stage to officially launch Unity 5 at GDC in San Francisco.  We’re live streaming the launch and you will see Joachim, Ralph Hauwert, Todd Hooper, Will Goldstone go deeper on the technical upgrades in Unity 5.0.  You will also see David, of course!  And, there will be a few ‘guests’ from the industry on stage to talk about Unity 5 in their own words.  Visit our website at for the latest details and explanations.  Also — Joachim will post some thoughts later this week once he gets through the craziness of the start of GDC.

Watch the launch event live right here:



While I can’t get into all the technical detail on Unity 5 in a short post, I do want to share with you the big ideas that we think define Unity 5.

  1. It is a graphics powerhouse capable of rendering beautiful, complex and detailed scenes.

  2. The highly extensible and feature rich editor is now 64-bit and is even more robust than ever with additions like our huge suite of integrated audio design tools*.  (* full multi-track audio mixer.  very cool.)

  3. Unity’s industry leading multiplatform support grow with WebGL and improves with better console platform support and the introduction of IL2CPP.  Unity now supports 21(!) platforms.

  4. With the launch of Unity 5, we are launching Unity Cloud Build which is providing an option to developers to boost their productivity and efficiency through the cloud. You can learn more about Unity 5 here.

The business model…. one of the big questions for everyone.  We’re evolving the best licensing model in the business into something even better. We’re adding value and power so that everyone has the creative freedom they need to succeed.  Before I describe our pricing model, I want to take a moment and describe the philosophy behind the new pricing. I know I am on tricky ground in describing pricing philosophically.  For many, I am sure you’d rather just see the numbers.  Here goes.  First, know that our pricing for Unity 5 is as much about Unity and our values at Unity as it is about anything else. This is entirely different than with any company I have worked with in my life.  We did not start with setting a profit goal and working backwards.  We started with two goals and worked forward to our developers.

Goal #1 — One of the founding principles of Unity is the idea that we work hard to solve very hard technical problems so our developers / users won’t have to.  For this to be at all relevant, our best tools need to be a great value.

Goal #2 — Deep in Unity’s culture is the principle of Democracy. The goal is to price in such a way as to reflect our principles.  Democracy is the principle we were founded on, and it means we do our best to put Unity in the hands of developers, Indies or Pros, that may not have the resources to pay for it.  Its about enabling most everyone to create with the best tools we can make.  I won’t get too soppy in this post — but is is an honor for me to work in a company so mission driven and principled.

So, on to the pricing model.  We have two.

Unity 5 Professional Edition

With Unity 5 Professional Edition, we’re adding incredible value for teams of all sizes.  Unity 5 Pro will have same starting price point as with Unity 4 Pro, at  $75/month subscription or $1500 perpetual. Pro customers get all the power of Unity 5 plus:

  • Team License

  • Unity Cloud Build Pro (12-month subscription)

  • Unity Analytics Pro (currently in beta)

  • Game Performance Reporting (currently in preview)

  • Asset Store Level 11 (a new collection of free assets available each month)

  • Access to previews and betas

  • No revenue limit, no revenue share

We think this is a huge value.  Unity 5 Pro provides a huge upgrade from Unity 4, and it comes with a bunch of extra services and a team license, all for the base pricing of Unity 4.  Inflation gone backwards… or, put another way, better value than ever before.

Unity 5 Personal Edition

Democracy is something we believe in. It’s in the DNA of those that work at Unity. It’s one of the things that drew me to the company. It’s also one of the things that is most important to the games industry. So with that in mind, we are launching Unity 5 Personal Edition. Unity 5 Personal Edition provides all the power of Unity 5 engine and editor. To clarify — this is important — it is the same Unity 5 engine and editor as in the Pro Edition.  It comes with all the features including  Profiler, Occlusion Culling, Render-to-Texture, and Post-Processing Special Effects as well as all the big Unity 5 features like Physically-based Shading, Enlighten, reflection probes and much more.

Unity 5 Personal Edition is free.  No royalty.  Free.

Unity 5 Personal Edition is for professional developers, Indies, hobbyists and studios with revenue under $100,000 and funding under $100,000.

You can see a full comparison of the licenses here.

Download Unity 5, play with it, experiment with it, and create something beautiful and lasting.

Today is a big day.  I hope you are as excited about it as we are at Unity.

John Riccitiello


So what exactly does the new license mean? Well for small time developers it's absolutely awesome. Unity Personal edition is basically the exact same product as Pro now, except completely free.  What’s the catch?


Well, maximum revenue AND funding of $100,000.  Over that and you need to buy the Professional edition.  So essentially, if you are profitable or well funded, you need the pro version.  If not, it costs not a cent and you get the full version, free.  Not free plus royalties… free.  Up to 100K.


There are a couple catches though…  probably the biggest deal is you will have a Unity splash screen on startup.  You don’t have access to the team server, cloud builds and pro analytics tools, but for most people that should be a non-factor.


All told, it’s a pretty sweet day to be a game developer!

Gamasutra Feature Articles

The rise of games you (mostly) don't play

March 03, 2015 09:56 PM

"Idle games," or games that virtually play themselves, are a nascent genre that sometimes become unexpectedly popular. Anthony Pecorella with Kongregate explains. ...

Is the game to blame? Video game playing and anti-social behavior

March 03, 2015 09:04 PM

"Nearly all studies that claim the playing of violent video games leads to more anti-social behavior highlight correlations and not causation. I don't believe any study has ever demonstrated absolute causality." ...