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Contractors
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March 11, 2010
 
Spiel Studios
 
dSonic, Inc.
 
SomaTone Interactive Audio
 
Digital Shock
 
Ladyluck Digital Media.
 
Zvky Design Studio
 
Interactive Game Experience
 
Cinematics
 
Technicolor
 
GameRonins
 
Event Calendar
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arrow Women in Games 2010
Bradford, United Kingdom
03.25.2010
 
arrow PAX East
Boston, United States
03.26.2010
 
arrow Defense GameTech Users' Conference
Orlando, United States
03.29.2010
 
arrow International Conference on Computer Supported Education (CSEDU)
Valencia, Spain
04.07.2010
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Programming Features

  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
 
 
Sponsored Feature: Do-it-yourself Game Task Scheduling by Jérôme Muffat-Méridol [02.24.10]
In this sponsored technical article, part of Intel's Visual Computing section, Jerome Muffat-Meridol takes a look at Nulstein, his creation for in-game code task scheduling on multi-core processors. [10]
Programming, Visual Computing
 
Designing Fast Cross-Platform SIMD Vector Libraries by Gustavo Oliveira [01.20.10]
Performance is key in games -- here, experienced games programmer Gustavo Oliveira delivers a comparison of libraries that should increase your performance and cut down on code bloat, and contrasts different compilers. [17]
Programming
 
Sponsored Feature: Updated Tools Spice Up New Ghostbusters Game by Garret Romaine [01.14.10]
In this Intel-sponsored feature, part of the Visual Computing subsite, Ghostbusters game creators Terminal Reality discuss using Intel Graphics Performance Analyzers to optimize the rendering and effects for the PC version of the game [1]
Programming, Visual Computing
 
Postmortem: Torus Games' Scooby-Doo! First Frights by Nicole Goodfellow [01.13.10]
Though they'd never developed a complex story-based game before, Torus Games took on the challenge of working with Warner Bros. on Scooby-Doo! First Frights -- and in this postmortem, outlines how the small team delivered a Wii game that lives up to the ideas and ideals it started with.
Business, Game Design, Postmortem, Programming, Production
  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
 
GDC 2010 Announces Meier Keynote, Major New Lectures
by Staff [01.27.10]
Game Developers Conference 2010 organizers have revealed a rare "psychology of game design" keynote from Civilization creator Sid Meier, also announcing major Assassin's Creed II and Mass Effect 2 talks for the March event.
PC, Console, Programming, Art, Audio, Design, Production
  Game Engines at GDC 2010
by Mark DeLoura [03.08.10]
A year ago, I conducted a survey of senior technology- and production-focused game developers, asking them their thoughts about game engines. How have game engines evolved in the past year? What will the engine developers be showing at GDC 2010?
Programming
 
 
iCauldron3D Week 3
by Dean Wadsworth [03.06.10]
Week 3 development progress of iCauldron3D.. creating the mixing cauldron for iPhone / iPod games.
Programming
 
Fixing XBox Live issues
by Randell Trulson [03.02.10]
Resolving unit testing issues with the "Liquid Chicken" project .
Programming
 
Embedded? No Exceptions!
by Joe Woynillowicz [02.27.10]
I received some negative responses to my last article, mainly in regards to disabling exception handling. Most of the replies from C++ programmers simply stated that I was “over-optimizing”. Well let’s step into reality for a minute and analyze the facts.
Programming
 
[ARC-Infinitum] Multi-threaded Game Logic, first attempt......
by Slade Villena [02.26.10]
Adventures in threaded programming on the PS3.
Programming
  Blizzard Entertainment — Irvine, CA, USA
[03.10.10]
Senior Graphics Programmer, Next-Gen MMO
Blizzard Entertainment is seeking an experienced senior graphics programmer to join its unannounced MMO project. The ideal applicant will have be proficient in shader programming and have 3D graphic API experience.
Art / Animation, Programmer / Engineer
 
 
Blizzard Entertainment — Irvine, CA, USA
[03.10.10]
Senior Software Engineer, Gameplay, Next-Gen MMO
Blizzard Entertainment is seeking a senior software engineer to focus on prototyping and gameplay programming for our next-gen MMO. This is your chance to get in on the ground floor of a dynamic and focused team working on a brand new project. Blizzard Entertainment offers a fun, creative, and technically challenging environment with excellent compensation and a full range of benefits.
Programmer / Engineer
 
LucasArts — San Francisco, CA, USA
[03.10.10]
Senior Multiplayer Programmer
Located in the Presidio of San Francisco, a national park, LucasArts offers sweeping views of the Golden Gate Bridge, and Alcatraz Island. We also have our own MoCap studio, onsite daycare, state-of-the-art movie theater, and a private gym. We're looking for the best and the brightest, both US and international candidates are welcome to apply. We want people who come to work every day with fresh ideas and the passion to make the killer games in our future
Programmer / Engineer
 
Blizzard Entertainment — Irvine, CA, USA
[03.10.10]
Software Engineer, Server, World of Warcraft
Blizzard Entertainment is seeking an experienced server software engineer for the World of Warcraft live team. This position is for a senior software engineer who will focus on network communication, player interaction across server boundaries, security countermeasures, maintenance, and implementation of new features for the live team...
Programmer / Engineer
 
LucasArts — San Francisco, CA, USA
[03.10.10]
Senior Tools Programmer
Located in the Presidio of San Francisco, a national park, LucasArts offers sweeping views of the Golden Gate Bridge, and Alcatraz Island. We also have our own MoCap studio, onsite daycare, state-of-the-art movie theater, and a private gym. We're looking for the best and the brightest, both US and international candidates are welcome to apply. We want people who come to work every day with fresh ideas and the passion to make the killer games in our future.
Programmer / Engineer
 
Gameloft — New York City, NY, USA
[03.10.10]
3D Graphics Programmer- iPhone games!
As a member of our engineering team you will be part of the full development cycle of 3D video games for iPhone from start to finish, primarily focusing on 3D graphics. Duties could include: Analyze existing 3D functions in the engine and adapt them so they are compatible with current conventions; Support 3D functions and systems conceived for the production; Work with Game Developers, as well as Design teams to determine the different constraints of the game and put all the elements together.
Programmer / Engineer
 
Sony Online Entertainment — Seattle, WA, USA
[03.10.10]
Sr. AI Engineer

Programmer / Engineer
 
Sony Online Entertainment — Denver, CO, USA
[03.10.10]
Server Engineer

Programmer / Engineer
 
Edge of Reality — Austin, TX, USA
[03.10.10]
Flash UI Programmer
Edge of Reality is a veteran cross platform console studio based in Austin, Texas. Most recently, we worked closely with BioWare to release Dragon Age PS3 & 360. We also work with The Sims Studio, a part of the EA Play label on various projects. We have been fortunate enough to be part of several hit titles throughout our 11 year history and look forward to many more. Edge of Reality is looking for new team members who share our passion for creating great games.
Programmer / Engineer
 
Monolith Productions — Kirkland, WA, USA
[03.10.10]
Sr. Software Engineer, Gameplay - Monolith - #116715
As a member of Monolith's Game Engineering team you will work closely with engineers, designers and artists to develop game-play for our next triple-A title. As a Senior Game Engineer, your domain will span as much of the gameplay codebase as your skills and interests dictate, as you design and implement extensions to existing systems and pivotal new game systems to meet the needs of our talented in-house team of content developers.
Programmer / Engineer