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Contractors
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November 20, 2009
 
24seven3D
 
On-Model Corp.
 
Spiel Studios
 
SomaTone Interactive Audio
 
Interactive Game Experience
 
Ladyluck Digital Media.
 
Trilogy Studios
 
Flame Node Studio
 
Zvky Design Studio
 
dSonic, Inc.
 
Event Calendar
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arrow Workshop on Network and Systems Support for Games (NetGames 2009)
Paris, France
11.23.2009
 
arrow EVA 09 - Exposicion de Videojuegos Argentina
Buenos Aires, Argentina
12.04.2009
 
arrow Flash GAMM Kyiv 2009
Kyiv, Ukraine
12.05.2009
 
arrow Game Connect: Asia Pacific (GCAP)
Melbourne, Australia
12.06.2009
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Programming Features

  Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency by Michael Abrash [11.13.09]
In a detailed Intel-sponsored technical article, part of its Visual Computing section on Gamasutra, veteran game programmer and architect Mike Abrash (Quake) goes in-depth on how Intel's upcoming Larrabee architecture pipeline deals intelligently with rasterization.
Programming, Visual Computing
 
 
Sponsored Feature: Fluid Simulation for Video Games (Part 1) by Michael Gourlay [10.15.09]
This sponsored feature, part of Intel's Visual Computing site and written by Dr. Michael J. Gourlay of the University of Central Florida Interactive Entertainment Academy, begins a multi-part series that explains fluid dynamics and its simulation techniques. [5]
Programming, Visual Computing
 
Sponsored Feature: Resident Evil 5 Takes Full Advantage of Intel Core i7 Processors by Garret Romaine [09.28.09]
In this sponsored feature, part of the Gamasutra Visual Computing microsite, Intel examines the debut of Resident Evil 5 for PC and how it's been adapted to work on the multithreaded Intel Core i7 processor.
Programming, Visual Computing
 
Sponsored Feature: Scaling Ambient Animations for Improved Game Experience by Mike Yi & Orion Granatir [09.17.09]
In this Intel-sponsored feature, part of the Visual Computing microsite, an Intel duo introduce Horsepower, a demonstration of enhanced, multi-CPU specific ambient animation -- with full, redistributible source code included. [7]
Programming, Visual Computing, Sponsored Feature
 
Gaming the System: How to Really Get Ahead in the Game Industry by Brandon Sheffield [09.16.09]
In this article, originally published in Game Developer magazine, pseudonymous developers of all levels share their honest, sometimes cutting thoughts on what it takes to truly succeed in each game industry discipline. [22]
Audio, Business, Game Design, Programming, Production, Visual Art
  Gamasutra Expert Blogs: From Morals To Exhaustion
by Chris Remo [07.09.09]
In the latest highlights from Gamasutra's Expert Blogs, industry veterans write in depth about infusing games with morality, balancing weapons, and the pluses and minuses of going indie.
PC, Console, Originals, Programming, Design, Production
 
 
Sony Makes AILive LiveMove 2 Free To PS3 Devs
by Eric Caoili [06.02.09]
Following today's demo of motion control on the PlayStation 3, Sony has partnered with Wii MotionPlus middleware co-developer AiLive to make the LiveMove 2 Freeform Motion Control available to all PS3 developers for free.
Console, Programming
 
Ubisoft Uses Havok Behavior For Six Flags Fun Park
by Staff [04.01.09]
Claiming that its game character production schedules were sped up "ten-fold," Ubisoft announced it licensed Havok Behavior for the Wii game Six Flags Fun Park.
PC, Console, Programming, Design
  Using C# For a Commercial Game
by Alistair Doulin [11.17.09]
Does the title of this article make you cringe? People have mixed feelings when it comes to C# and the .NET framework. This article outlines my reasoning for using C# for a commercial game on PC.
Programming
 
 
BJBK 4: Reviewing the code of revision 10(first milestone)
by Ofer Rubinstein [11.14.09]
"Code review" of the first milestone in Banana Jump, Barrel Kick. Including subjects as pattern level design and spartan programming.
Programming
 
Fight monkey of Magic nears completion. AI still a work in progress
by Jesse Demarco [11.13.09]
Artificial intelligence is hard to perfect. (Have you heard that before?)
Programming
 
Developers are Cheap!
by Benjamin Quintero [11.13.09]
Working harder, not smarter is a hard trend to break.
Programming, Production, Visual Art
 
Horizontal Fractal Displacement
by Brano Kemen [11.12.09]
Another take on the horizontal fractal displacement for fractal-refined terrain rendering.
Programming
  Warner Bros Games — Kirkland, WA, USA
[11.20.09]
Sr. Software Engineer, Archives - WB Games Inc - #115354
WB Games Inc. seeks a senior software engineer responsible for designing, implementing and maintaining the build archive and distribution system for all WBIE self-published titles. The Archive Engineer is responsible for ensuring that all WBIE games can be easily built from their source code and assets into their final shipping binaries across all SKUs. The Archive Engineer will work closely with WBIE development partners, QA and Operations on a daily basis.<
Programmer / Engineer
 
 
CCP — GA, USA
[11.20.09]
Senior Animation Programmer

Programmer / Engineer
 
Nevigo — Bochum, No, DEU
[11.20.09]
Engine Developer (Console)

Programmer / Engineer
 
Rainbow Studios — Phoenix, AZ, USA
[11.19.09]
Senior Network Programmer
Rainbow Studios, a subsidiary of THQ, is one of the largest video game developers in the Southwest and develops premier original and licensed titles for current and next generation console systems. We are continuing our legacy of industry-leading games by working on a variety of exciting and competitive projects. Employees choose Rainbow Studios over our competitors because we develop successful titles with broad appeal while promoting an all important work-life balance. In an industry where 2 years at one company is considered a lengthy tenure, Rainbow’s average is well over 4 years!
Programmer / Engineer
 
Radical Entertainment / Activision — Vancouver, BC, CAN
[11.19.09]
Front End Programmer (Intermediate)
Radical Entertainment, an operation of Activision Blizzard, Inc. is a leading developer of interactive entertainment. We are proud to have released hit titles such as Scarface: The World is Yours, Hulk Ultimate Destruction and Crash of the Titans. We are continuing to work on licensed properties and are set to deliver an original title, Prototype, in 2009. Our 50,000+ square foot studio situated on the cusp of downtown Vancouver, overlooks the coastal mountains and offers a fully stocked kitchen, in-house gym, log cabin, ski lift tickets, art gallery passes and a wide variety of training, mentorship and career development initiatives. At Radical we’re here to create great games and learn and have fun doing it. Our motto is simple: Play Work Live Breathe Games!
Programmer / Engineer
 
Koei Canada Inc. — Toronto, ON, CAN
[11.19.09]
EXPERIENCED GAME PLANNER/DESIGNER

Game / Level Designer / Creative Director, OTHER, Programmer / Engineer
 
Zoe Mode — San Francisco, CA, USA
[11.19.09]
Senior Programmer

Programmer / Engineer
 
Relic Entertainment — Vancouver, BC, CAN
[11.19.09]
Senior Tools Programmer (Contract - Hire)
Relic Entertainment, award winning developer of Homeworld, Dawn of War and the highest rated RTS of all time, Company of Heroes is looking for a Senior Tools Programmer. Our ideal candidate possesses outstanding communication skills and is capable of working with a team of engineers, designers and artists in the design and implementation of cutting edge tools & games for our worldwide online efforts. Collaborating with the Producer and other project Leads, and with the help of your fellow programmers, you will help to determine and ensure the correct implementation of every aspect of the game’s technical requirements and online agenda. * This is a 9 month contract position.
Programmer / Engineer
 
KingsIsle Entertainment, Inc. — Austin, TX, USA
[11.19.09]
Senior Client Programmer

Programmer / Engineer
 
Firaxis Games — Sparks, MD, USA
[11.19.09]
3D Graphics Engineer

Programmer / Engineer