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Contractors
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November 8, 2009
 
24seven3D
 
GameRonins
 
Ladyluck Digital Media.
 
Technicolor
 
Tose Software USA
 
SomaTone Interactive Audio
 
Trilogy Studios
 
On-Model Corp.
 
Digital Shock
 
Spiel Studios
 
Event Calendar
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arrow IGDA Leadership Forum
Burlingame, United States
11.12.2009
 
arrow GameSoundCon
San Francisco, United States
11.13.2009
 
arrow Southwest Gaming Expo
Dallas, United States
11.20.2009
 
arrow Workshop on Network and Systems Support for Games (NetGames 2009)
Paris, France
11.23.2009
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Programming Features

  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
 
Dirty Coding Tricks by Brandon Sheffield [08.20.09]
When the schedule is shot and a game needs to ship, programmers may employ some dirty coding tricks to get the game out the door. Here are nine real-life examples. [50]
Programming
  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
  Guide To Becoming An Independent Game Developer
by Alistair Doulin [11.08.09]
Have you ever thought about becoming an indie game developer? Has your game company just gone under, sick of working for publishers or do you just want to break into the games industry? If so, indie game development might be for you.
Programming
 
 
Building An Analytical Physics Engine - Pt.1
by Stuart Evans [11.05.09]
The first in (hopefully) a number of articles discussing what I'm calling the Analytical approach to making a physics engine.
Programming
 
Does Forza 3 Split The Haves & The Have Nots?
by Isaiah Taylor [11.04.09]
I know it's a small issue. This has been well documented prior to the game's release, but man it still bothers me that to 'fully enjoy' a game you paid for you will need under two gigs of space on your hard drive. This may not be a huge concern for most
Programming
 
Character Rim Lighting
by David Rosen [11.03.09]
Rim lighting is a good technique for combating the "plaster effect" and allowing soft materials to look soft.
Programming
 
Team Fortress 2 and Source
by Benjamin Quintero [11.01.09]
How long can the Source engine hold out?!
Game Design, Programming
  FarSight Studios — Big Bear Lake, CA, USA
[11.07.09]
Software Engineer
FarSight is located in beautiful Big Bear Lake, California, an alpine lake and all-season resort community at 7,000 feet elevation in the San Bernardino mountain range northeast of Los Angeles. Big Bear offers hiking, fishing, waster-skiing, and mountain biking in the summer, as well as three local ski resorts in the winter. The relatively low cost for Southern California and relaxed lifestyle of Big Bear make it a wonderful place to live and work.
Programmer / Engineer
 
 
Sucker Punch Productions — Bellevue, WA, USA
[11.07.09]
Network Programmer

Programmer / Engineer
 
Monolith Productions — Kirkland, WA, USA
[11.06.09]
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
[11.06.09]
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
 
Warner Bros Games — Chicago, IL, USA
[11.06.09]
Sr. Software Engineer, Network - WB Games Inc. (Chicago Location)
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
 
Warner Bros Games — Seattle, WA, USA
[11.06.09]
Sr. Software Engineer, Engine - Surreal Software - #114006
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
 
Gargantuan Studios — San Mateo, CA, USA
[11.06.09]
Technical Director
Gargantuan is committed to building a studio where great games are a direct result of our studio culture. We are creating a place where the team has enormous talent, where collaboration is constant, innovation is fostered, simplicity is valued, great people grow, and everyone is excited to go to work in the morning. A place where focusing on fun for the player isn’t something we have to remind ourselves to do. In short, we are building the kind of studio that we have always wanted to work in.
Producer / Director / Project Manager, Programmer / Engineer
 
Warner Bros Games — Chicago, IL, USA
[11.06.09]
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
 
Warner Bros Games — Seattle, WA, USA
[11.06.09]
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
 
Monolith Productions — Kirkland, WA, USA
[11.06.09]
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