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Latest News
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March 18, 2010
 
Opinion: We Should Never Ask Fans To 'Design A Kill' [12]
 
In-Depth: North American Playstation Network Sales, February 2010
 
GDC Canada 2010 Confirms Zynga, IUGO, Fortugno Talks
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Latest Jobs
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March 18, 2010
 
Namco Networks America Inc.
Flash Games Engineer
 
Vicarious Visions / Activision
Art Manager
 
Vicarious Visions / Activision
Character Artist
 
Vicarious Visions / Activision
Rigger/Skinner Artist
 
The Workshop
Level/Layout Designer
 
Bally Technologies - California
Graphic Artist III
 
Trion Austin
Technical Systems Analyst
 
Tencent Boston
Content Designer
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Latest Blogs
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March 18, 2010
 
Why People Pay For Virtual Goods [5]
 
Small Worlds bits.
 
Two-Part Shadow Maps [1]
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About
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Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
Features

Features » Programming
 
4
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.
Business, Game Design, Postmortem, Programming, Production
 
 
15
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.
Programming, Visual Computing
 
17
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.
Programming
 
1
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
Programming, Visual Computing
 
0
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
 
8
Postmortem: Blitz Games' Droplitz by Chris Swan [01.06.10]
What goes into making a downloadable game -- alongside a raft of other projects, with a changing staff? Blitz Games discusses the unusual creative and production process that lead to Droplitz.
Business, Postmortem, Programming, Production
 
30
Moving Hardcore Gaming To The Web: Making History by Matt Seegmiller [01.05.10]
Can you take your game into the browser and gain in the process? Developer Muzzy Lane (Making History series) discusses the challenges and advantages of this approach in this in-depth tech-oriented article.
Business, Game Design, Programming
 
5
Postmortem: Ronimo Games' Swords & Soldiers by Fabian Akker, Jasper Koning [12.31.09]
In this in-depth postmortem, the Dutch independent developer Ronimo Games discusses what went right -- and wrong -- in creating critically acclaimed WiiWare side-scrolling console RTS Swords & Soldiers.
Business, Game Design, Postmortem, Programming, Production
 
8
Sponsored Feature: Restless Entities Never Sleep -- The Back End of Warhammer Online: Age of Reckoning by Lee Purcell [12.30.09]
In this Intel-sponsored feature, part of the Visual Computing section, the technical experts behind Mythic and EA's Warhammer Online discuss the mechanics of keeping the MMO running across multiple servers and data centers.
Programming, Visual Computing