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November 8, 2009
 
Iwata: 35% Japanese Connectivity Ratio For Wii, 20% For DS
 
iPhone Dev Storm8 Sued Over User Data Harvesting Allegations [6]
 
Game Boy, The Ball Admitted To National Toy Hall Of Fame
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November 8, 2009
 
arrow On Bringing Modern Warfare 2 To Life [3]
 
arrow Games Demystified: Dissidia Final Fantasy [1]
 
arrow Building Social Success: Zynga's Perspective [4]
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November 8, 2009
 
Trion Redwood City
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Trion Redwood City
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Sucker Punch Productions
3D Environment Artist
 
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Monolith Productions
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Blogs

Mark DeLoura's Blog   Expert Blogs

Mark is the creator and series editor of the Game Programming Gems family of books. He is currently involved with games technology consulting, from studio, concept and pipeline analysis to low-level performance optimization. He has a passion for making game development more streamlined, efficient, and accessible. Most recently, Mark was VP technology for GreenScreen Interactive, a new games publisher focusing on original titles. Mark has also served in a variety of technology-related roles at Nintendo (lead engineer), Sony (manager of developer relations), and Ubisoft (technical director), and as editor-in-chief of Game Developer magazine. He is currently a member of the board of directors for the International Game Developers Association, and a judge for the Independent Games Festival. Mark maintains a website at http://www.satori.org.

Expert Blogs

'Real-Time Cameras' And Mark Haigh-Hutchinson
Posted by Mark DeLoura on Fri, 15 May 2009 07:20:00 EDT in Programming
The book "Real-Time Cameras: A Guide for Game Designers and Developers" covers real-time cameras in games, from a cinematographic perspective and a technical perspective. This is the story of how the book came to be, as told in the foreword.
Read More... | 1 Comments

The Engine Survey: Technology Results
Posted by Mark DeLoura on Mon, 16 Mar 2009 09:34:00 EDT in Programming
Recently I surveyed a large group of industry executives, seeking information on their thoughts and perceptions of game engine middleware. Last week I shared the general results of that survey with you; this week we’ll talk about the technology results.
Read More... | 1 Comments

The Engine Survey: General results
Posted by Mark DeLoura on Mon, 02 Mar 2009 07:52:00 EST in Programming
The game engine survey conducted in February 2009 among industry executives resulted in some interesting information. This post discusses the first, high-level results.
Read More... | 14 Comments

The Engine Blog
Posted by Mark DeLoura on Fri, 27 Feb 2009 01:21:00 EST in Programming
Welcome to a blog about game engines, that will attempt to clear the fog that has settled around the game engine scene.
Read More... | 0 Comments

   

Mark DeLoura's Comments

Comment In: Democratization of Game Development and Home Construction [Blog - 07/24/2009 - 11:55]

Chris said, Just understand that ...

Chris said, Just understand that access to tools that make some of the process easier does not mean that we will suddenly have more games we actually want to play. You're right, it doesn't mean that. However, if you look at the quantity and quality of games that have come ...

Comment In: EEDAR: Infamous To Beat Prototype On PS3? [News - 07/13/2009 - 08:03]

In addition to Moh's point, ...

In addition to Moh's point, the other interesting thing one should note if trying to extrapolate this to a platform-exclusivity case for publishers is that InFamous is a Sony first-party title, and got a level of marketing support from Sony that one would expect for such.

Comment In: Factor 5 Germany Confirms U.S. Studio Closure [News - 05/14/2009 - 08:35]

This is really sad news. ...

This is really sad news. Factor5 had a great team, some of the best tech out there, and the projects they were working on looked amazing. Best of luck to Julian and all the Factor5, Inc family.

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

Hey Brian I left the ...

Hey Brian I left the bottoms of the lists off on a few of these questions because I didn't feel that the people we'd surveyed reflected the engine use adequately. Torque, for example, is not really used by a lot of folks in the core games space, so to show ...

Comment In: Interview: A Beautiful Flight - Creating The Music For Flower [News - 02/27/2009 - 05:14]

The audio design in Flower ...

The audio design in Flower was so lovingly crafted... it was a beautiful complement to the lush environments. Thanks for taking care to create a subtle and delicate experience, and thanks Gama for the interview