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November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [12]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [14]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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Latest Features
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November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [7]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [51]
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November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
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Blogs

Joseph Kreiner's Blog

Joe Kreiner is a games industry force. Previously an evangelist for 3D graphics, CPU, and peripheral technologies in gaming – he’s now focused on licensing for the Infernal Game Engine. Past companies include Texas Instruments/3Dlabs, Cyrix, STMicroelectronics/PowerVR and Logitech. In recognition of his contributions to the games industry, Joe has special thanks credits in more than thirty titles spread over the last ten years. Joe holds a B.S. in Computer Engineering from Penn State

Joseph Kreiner's Comments

Comment In: Choosing The Game Engine That Can [Feature - 04/13/2009 - 01:10]

We're glad to have Alex ...

We're glad to have Alex and the rest of Wideload on board with the Infernal Engine. They've been exposed to every engine out there, and for Wideload to pick Infernal Engine for their next title speaks volumes. http://www.infernalengine.com

Comment In: The Engine Survey: General results [Blog - 03/02/2009 - 07:52]

Thanks for putting this together ...

Thanks for putting this together Mark. Licensing an engine is a huge choice for a developer, and can be a big part in the success, or failure, of a studio. After fifteen years as an independent developer, we here at Terminal Reality think we've captured our needs and the needs ...