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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 [18]
 
Facebook Games See User Dip As Notification Rules Change [11]
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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
Sponsored Feature: Real-Time Parametric Shallow Wave Simulation
by John Van Drasek III [01.28.09]
Simulating convincing waves is mathematically complex and computationally taxing. In this sponsored article, part of the Intel Visual Computing microsite, John Van Drasek III, David Bookout and Adam Lake tackle the problem with DirectX 10.
Game Design, Programming, Visual Computing
 
 
7
Postmortem: American McGee's Grimm
by Wim Coveliers [01.22.09]
In this Gamasutra-exclusive postmortem, the creators of American McGee's Grimm honestly analyze the creation of the Chinese-developed episodic PC adventure series.
Game Design, Postmortem, Programming, Production
 
9
Processing The Truth: An Interview With David Shippy
by Leigh Alexander [01.16.09]
A new book claims that IBM's work on the PS3's Cell chip helped birth the Xbox 360's Xenon CPU -- and Gamasutra sits down with book co-author and chip architect David Shippy to uncover the facts.
Business, Programming, Interview
 
19
Postmortem: RiverMan Media's MadStone
by Jacob Stevens [01.14.09]
Gamasutra's first-ever WiiWare postmortem reveals the story behind overlooked block puzzler MadStone, with technical, design, marketing and productivity lessons galore.
Game Design, Postmortem, Programming, Production
 
7
Postmortem: Mommy's Best Games' Weapon of Choice
by Nathan Fouts [01.08.09]
Ex-Insomniac programmer Nathan Fouts created one of the standout Xbox Live Community Games in 2D side-scrolling shooter Weapon Of Choice, and explains how in this Gamasutra postmortem.
Game Design, Postmortem, Programming, Production
 
3
Game Developer's Front Line Awards 2008
by Jeffrey Fleming [01.07.09]
The editors of Gamasutra sister publication Game Developer magazine present the full 2008 Front Line Awards, with industry notables ranking and discussing this year's best game tools.
Audio, Game Design, Programming, Visual Art, Game Developer Magazine
 
6
Visualizing Floats
by Mick West [01.07.09]
Despite their ubiquity, few programmers really take the time to study the underlying mechanics of floating point numbers, their limitations, and problems they can bring to games -- programmer West dives in.
Programming, Visual Computing
 
0
Sponsored Feature: How to Start a Multi-Threading Relationship
by Tommy Refenes [12.22.08]
In his own inimitably amusing fashion, Goo! programmer Tommy Refenes tackles the serious subject of creating and managing efficient and effective multi-threaded relationships, in this Gamasutra sponsored feature that's part of the Intel Visual Computing section.
Programming, Visual Computing
 
2
The Technology of F.E.A.R. 2: An Interview on Engine and AI Development
by Christian Nutt [12.19.08]
What puts the F.E.A.R into game technologists? This Gamasutra interview with a Monolith duo discusses F.E.A.R. 2: Project Origin's tech underpinnings, from workflow to AI and beyond.
Game Design, Programming