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Contractors
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November 21, 2009
 
24seven3D
 
Flame Node Studio
 
dSonic, Inc.
 
Alchemic Dream Inc
 
GameRonins
 
Interactive Game Experience
 
Technicolor
 
On-Model Corp.
 
Digital Shock
 
Spiel Studios
 
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
  Sucker Punch Productions — Bellevue, WA, USA
[11.21.09]
Network Programmer

Programmer / Engineer
 
 
Monolith Productions — Kirkland, WA, USA
[11.21.09]
Sr. Software Engineer, Engine - Monolith Productions - #113767
Benefits Include:
Incentive Plan, 401(k) matching contribution, relocation assistance, referral award program, tuition reimbursement program, adoption assistance program, employee discount program, 20 days personal leave per year, 10 holidays per year (one is floating), company parties and movie outings, medical/dental/vision.
Programmer / Engineer
 
Monolith Productions — Kirkland, WA, USA
[11.20.09]
Sr. Software Engineer, Engine - Monolith Productions - #114703
As a Senior Engine generalist you will work closely with the Game Team leads and the rest of your peers on the Core Technology Team to develop state-of-the-art runtime technology for the PS3, XBOX 360 and PC. Your domain will span the entire engine and your responsibilities will include both optimizations of current-gen systems and design and implementation of pivotal new technology for the next generation of consoles.
Programmer / Engineer
 
Warner Bros Games — Seattle, WA, USA
[11.20.09]
Sr. Software Engineer, Engine - Surreal Software - #114006
Surreal Software, a division of WB Games Inc., has a new opportunity for a smart and experienced senior engine programmer who will focus on core engine development and optimization for our current and future open world game titles. Our current title is “This is Vegas” – a humorous twist on the open world genre with an incredible cast of characters! This open world technology-base will be used for other future game titles on Xbox 360, PS3, and PC.
Programmer / Engineer
 
Warner Bros Games — Chicago, IL, USA
[11.20.09]
Sr. Software Engineer, Gameplay - WB Games (Chicago Location) - #115557
WB Games Inc. seeks a Senior Software Engineer to help us expand the Mortal Kombat franchise. Work in a dynamic team environment where you will be responsible for implementation of game play features, interface tools for content designers and help to support and expand the game engine. You will work closely with game designers, animators, artists, programmers and production staff to take this AAA product from concept to the store shelf.
Programmer / Engineer
 
Monolith Productions — Kirkland, WA, USA
[11.20.09]
Senior Software Engineer, Tools/Plug-ins - 113764
Benefits Include
Incentive Plan, 401(k) matching contribution, relocation assistance, referral award program, tuition reimbursement program, adoption assistance program, employee discount program, 20 days personal leave per year, 10 holidays per year (one is floating), company parties and movie outings, medical/dental/vision (employee is 100% paid, dependents are 80% paid), life, AD&D, LTD, FSA, EAP.
Programmer / Engineer
 
Monolith Productions — Kirkland, WA, USA
[11.20.09]
Sr. Software Engineer, Network - Monolith Productions - #114694
Benefits include
Incentive Plan, 401(k) matching contribution, relocation assistance, referral award program, tuition reimbursement program, adoption assistance program, employee discount program, 20 days personal leave per year, 10 holidays per year (one is floating), company parties and movie outings, medical/dental/vision (employee is 100% paid, dependents are 80% paid), life, AD&D, LTD, FSA, EAP.
Programmer / Engineer
 
Bungie LLC — Kirkland, WA, USA
[11.20.09]
Server Programmer
Bungie was founded in 1991 with two goals: to develop games that combine brilliant technology, beautiful art, intelligent stories and deep gameplay, and then sell enough of those games to achieve our real goal of total world domination. NON FACETE NOBIS CALCITRARE VESTRVM PERINAEVM
Programmer / Engineer
 
Bungie LLC — Kirkland, WA, USA
[11.20.09]
Senior Network Engineer
Bungie was founded in 1991 with two goals: to develop games that combine brilliant technology, beautiful art, intelligent stories and deep gameplay, and then sell enough of those games to achieve our real goal of total world domination. NON FACETE NOBIS CALCITRARE VESTRVM PERINAEVM
Programmer / Engineer
 
Vigil Games — Austin, TX, USA
[11.20.09]
Senior Console Network Programamer
In 2006, Vigil Games in Austin, TX became a part of the rapidly expanding THQ family. We are at work on the soon to be released Darksiders and the Warhammer 40K MMO. We at Vigil are on a mission to develop the kind of experience that gamers remember forever. If this sounds like your kind of place and you are a talented and passionate game developer, please take a look at our currently open positions and apply today.
Programmer / Engineer