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Latest News
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May 8, 2010
 
GDC Canada: How Dead Rising 2 Analyzes The Zombie Menace
 
Miyamoto: It's 'Unfair' To Say Nintendo Isn't Proactive About Online [17]
 
Facebook Games See User Dip As Notification Rules Change [10]
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Latest Jobs
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May 8, 2010
 
Piranha Games Inc
Senior Technical Director
 
Piranha Games Inc
Lead Environment Artist Xbox360/PS3
 
Piranha Games Inc
Lead Multiplayer Designer
 
Piranha Games Inc
Lead Multiplayer Engineer
 
Warner Bros Games
Sr. Artist/Animator - SURREAL SOFTWARE - #117270
 
Warner Bros Games
Sr. Game Writer - WB Games - #117015
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Latest Blogs
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May 8, 2010
 
A Scary and Near Future
 
Ryzom: Free as in Freedom [1]
 
Acting Your Way Over The Uncanny Valley [6]
 
Satisfying the Player [5]
 
Downsides to Iteration [3]
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About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
  Senior News Editor:
Kris Graft
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
Features

Features » Programming
 
7
The Secrets Of Cloth Simulation In Alan Wake
by Henrik Enqvist [04.29.10]
Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in Microsoft's horror-thriller Alan Wake.
Programming, Visual Art
 
 
1
Postmortem: Magnin & Associates' Skittleball
by Ed Magnin, Paul Schorn [04.27.10]
In Gamasutra's first postmortem of an iPad game, two members of the team at Magnin & Associates, a veteran developer of portable games, discuss the difficulties and surprising benefits of developing Skittleball for Apple's new platform.
Audio, Business, Game Design, Postmortem, Programming, Production
 
8
From Research To Games: Interacting With 3D Space
by Joseph LaViola Jr. [04.22.10]
While 3D interfaces are just taking off for consumers, years of research have been poured into the field. Dr. Joe LaViola of the University of Central Florida shares detailed academic findings about building useful and fun ways to interact with games.
Game Design, Programming
 
23
Postmortem: Double Fine's Brutal Legend
by Caroline Esmurdoc [03.25.10]
In this postmortem originally penned for Game Developer magazine, Double Fine Productions outlines some of the trials and tribulations that resulted in the rock god action/strategy epic Brutal Legend.
Audio, Business, Game Design, Postmortem, Programming, Production, Visual Art
 
4
Postmortem: Sega/Other Ocean's Super Monkey Ball 2
by Ethan Einhorn [02.24.10]
The first was an App Store sensation, but what of its sequel? Sega's associate creative director on Super Monkey Ball 2 spells out the processes that led to the creation of the second game in the series -- including all the major triumphs and mistakes.
Business, Game Design, Postmortem, Programming, Production
 
20
Sponsored Feature: Do-it-yourself Game Task Scheduling
by Jérôme Muffat-Méridol [02.24.10]
In this sponsored technical article, part of Intel's Visual Computing section, Jerome Muffat-Meridol takes a look at Nulstein, his creation for in-game code task scheduling on multi-core processors.
Programming, Visual Computing
 
17
Designing Fast Cross-Platform SIMD Vector Libraries
by Gustavo Oliveira [01.20.10]
Performance is key in games -- here, experienced games programmer Gustavo Oliveira delivers a comparison of libraries that should increase your performance and cut down on code bloat, and contrasts different compilers.
Programming
 
1
Sponsored Feature: Updated Tools Spice Up New Ghostbusters Game
by Garret Romaine [01.14.10]
In this Intel-sponsored feature, part of the Visual Computing subsite, Ghostbusters game creators Terminal Reality discuss using Intel Graphics Performance Analyzers to optimize the rendering and effects for the PC version of the game
Programming, Visual Computing
 
0
Postmortem: Torus Games' Scooby-Doo! First Frights
by Nicole Goodfellow [01.13.10]
Though they'd never developed a complex story-based game before, Torus Games took on the challenge of working with Warner Bros. on Scooby-Doo! First Frights -- and in this postmortem, outlines how the small team delivered a Wii game that lives up to the ideas and ideals it started with.
Business, Game Design, Postmortem, Programming, Production