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Latest News
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February 9, 2010
 
Analysts: EA On The Right Track At Last
 
GamesBeat@GDC Confirms OnLive, GameStop, PlayStation Home Speakers
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
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Latest Jobs
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February 9, 2010
 
LucasArts
Senior Systems Designer
 
Trion Redwood City
<b>Sr. Brand Manager</b>
 
Telltale Games
Game Designer
 
Telltale Games
Senior Software Engineer - Core Technology
 
Airtight Games
IT System Administrator
 
Roblox
Apple Game Engineer - Kids' Virtual World
 
Roblox
Senior Web Engineer (front-end)
 
Ubisoft San Francisco
Core Engineer
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Latest Blogs
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February 9, 2010
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Fixing the GDC 2010 Schedule Builder [3]
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [19]
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About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
Features

Features » Programming
 
16
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
 
29
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
 
4
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
 
16
The Art Of Game Polish: Developers Speak by J. Matthew Zoss [12.22.09]
Polishing a game can lead to vastly increased user satisfaction -- but how do you identify, execute, and allocate resources for the polish process? Developers from BioWare, Epic Games, and other studios weigh in.
Game Design, Programming
 
0
Sponsored Feature: Former Game Creator Taps Unreal Engine 3 For World of Chadam by John Gaudiosi [12.16.09]
In this sponsored feature, part of Intel's Visual Computing site, former Monolith head Jace Hall discusses Chadam, a new Unreal Engine-powered animated series using the engine for surreal, intriguing -- and initially non-interactive -- means.
Game Design, Programming, Visual Computing