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Contractors
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May 8, 2010
 
SomaTone Interactive Audio
 
dSonic, Inc.
 
Ladyluck Digital Media.
 
Digital Shock
 
Spiel Studios
 
Technicolor
 
Tose Software USA
 
Cinematics
 
Art In Games s.r.o
 
Flame Node Studio
 
Event Calendar
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arrow 2010 LOGIN Conference
Seattle, United States
05.10.2010
 
arrow IGDA Los Angeles May Meeting
Santa Monica, United States
05.13.2010
 
arrow Casual Gaming Education at UCSD Extension Digital Arts Center
San Diego, United States
05.17.2010
 
arrow Designing Assassin's Creed II
Vancouver, Canada
05.18.2010
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Programming Features

  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. [7]
Programming, Visual Art
 
 
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. [1]
Audio, Business, Game Design, Postmortem, Programming, Production
 
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. [8]
Game Design, Programming
 
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. [23]
Audio, Business, Game Design, Postmortem, Programming, Production, Visual Art
 
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. [4]
Business, Game Design, Postmortem, Programming, Production
  GDC: Epic, Valve Offering Free Steamworks Integration To UE3 Licensees
by Eric Caoili [03.11.10]
Epic Games and Valve Software have announced an agreement to provide Valve's Steamworks tool suite to all licensees of Epic's Unreal Engine 3 to use in their titles without any extra charge.
PC, GDC, Programming
 
 
GDC: Havok Grows Asia Sales 47 Percent
by Eric Caoili [03.09.10]
Middleware developer Havok reports that its recent aggressive expansion in Japan, Korea, and China has spurred a 47 growth in sales in the Asian region over the past year.
PC, Console, GDC, Programming
 
Pre-GDC: Unity Announces 3.0 Platform, Support For PS3, iPad, And Android
by Eric Caoili [03.08.10]
Unity Technologies revealed the third generation of its development platform with several new updates, and expanded its list of supported platforms to include PlayStation 3, iPad, and Android.
Console, Mobile Phone, GDC, Programming
  Cloud Gaming
by Daniel Siconnelli [05.03.10]
Everyone is speaking about cloud computing those days. Listed by Gartner among the most promising technologies, it seems everyone WANTS to be part of the cloud(s)...what about games?
Programming
 
 
Factories Building XBOX Controllers Abuse Workers
by Reid Kimball [05.03.10]
Appallingly, but not surprisingly, Microsoft, like other huge US corporations contracts with factories in foreign countries that exploit and abuse the working poor for their own profit and your gaming pleasure.
Audio, Game Design, Programming, Production, Visual Art
 
April 2010 Unreal Development Kit (UDK) Beta
by Dana Cowley [04.21.10]
The April UDK beta is packed with lots of new additions to the development kit. Oh, and users can actually buy licenses through the web site now: http://www.udk.com/licensing So what can users expect with this release? Read on...
Audio, Game Design, Programming, Production, Visual Art
 
Sentience and What It Means To AI
by Tom Bellingham [04.20.10]
A study of the manifesto by Push Singh, and what it means to Sentient AI and Video Games.
Programming
 
Image-Based Ambient Lighting
by David Rosen [04.20.10]
While ambient lighting has historically been represented by a uniform grey light that fills the entire scene, image-based ambient lighting provides a more intuitive and more efficient way to achieve higher quality results.
Programming
  Piranha Games Inc — Vancouver, BC, CAN
[05.08.10]
Senior Technical Director
Piranha is looking for a Technical Director who loves being in the thick of things, solving complex technical problems, researching and recommending the latest technologies, and making great games with a great team. We are committed to fostering a positive, respectful, productive, and energetic work environment. Our Leaders are a key part of helping us to do that.
Programmer / Engineer
 
 
Piranha Games Inc — Vancouver, BC, CAN
[05.08.10]
Lead Multiplayer Engineer

Programmer / Engineer
 
Monolith Productions — Kirkland, WA, USA
[05.08.10]
Sr. Software Engineer, Network - Monolith Productions - #114694
As a Senior Engine Networking you will work closely with the Lead Engineer and the rest of your peers to develop state-of-the-art networking technology for the PS3, XBOX 360 and PC. Your domain will cover the networking components of the engine and your responsibilities will include both optimizations of current-gen systems and design and implementation of pivotal new technology.


Programmer / Engineer
 
Sony Computer Entertainment America LLC — Foster City, CA, USA
[05.07.10]
Senior Graphics Developer Support Engineer

Programmer / Engineer
 
Vigil Games — Austin, TX, USA
[05.07.10]
Senior Network Programmer
Vigil Games was founded in 2005 by world renowned comic artist Joe Madureira and video game industry veteran David Adams. In 2006, we became a member of the THQ family. Vigil’s recent release, Darksiders, available on current generation console systems, has achieved both critical acclaim and solid retail sales. While always striving to be a world class game development house, Vigil also provides an exciting, fun, and creative work atmosphere.
Programmer / Engineer
 
Havok 2010 — Dublin, , IRL
[05.07.10]
Software Engineer
Havok prides ourselves on delivering the most highly regarded middleware software solutions to the best known companies in gaming and special effects. We are looking for a highly motivated, independent, engineer with a passion for gaming tools and technology. This is a unique opportunity to work with the very best within the video game industry (our clients include EA, Sony, Activision, Microsoft, Nintendo and Ubisoft), helping to shape the development of the next generation of games.
Programmer / Engineer
 
Telltale Games — San Rafael, CA, USA
[05.07.10]
Software Engineer - Tools

Programmer / Engineer
 
Visual Concepts — Novato, CA, USA
[05.07.10]
Application Server Engineer
This is an exciting opportunity to build an efficient, highly specialized application server from the ground up as we innovate toward the next generation of online sports gaming at 2K Sports!
Programmer / Engineer
 
Electronic Arts — Austin, TX, USA
[05.07.10]
Senior Server Programmer

Programmer / Engineer
 
Electronic Arts — Austin, TX, USA
[05.07.10]
Senior Java Programmer

Programmer / Engineer