Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
spacer arrow PROGRAMMING spacer
 
spacer ART
 
spacer AUDIO
 
arrow DESIGN
 
arrow PRODUCTION
 
arrow BIZ/MARKETING
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [10]
 
Strong Tales of Xillia sales help Namco Bandai to Q3 profits
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Sony Computer Entertainment America LLC
Senior DevSuite Web Administrator
 
Sony Computer Entertainment America LLC
Senior Staff Software Application Engineer
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [7]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [14]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features

Features » Sponsored Feature
 
13
SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012
by Justin Kan [02.06.12]
TwitchTV co-founder Justin Kan explains how his company uses video streaming to reach a large audience, and how you can capitalize on the fact that "your players are creating and distributing video about your game for you.”
Sponsored Feature
 
 
12
SPONSORED FEATURE: Are Game Development Funds Doing Developers More Harm than Good?
by Si Shen [01.30.12]
PapayaMobile CEO Si Shen shares her take on the future of mobile games and discusses the company's new Games Academy, "a program for elite developers who want to create innovative and profitable mobile social games."
Business, Sponsored Feature, Social/Online, Smartphone/Tablet
 
5
Sponsored Feature: Dynamic Resolution Rendering
by Doug Binks [10.21.11]
In this Intel-sponsored Gamasutra feature, Doug Binks presents an demonstration and explanation of dynamic resolution rendering for games, a process that 'enables the game to maintain a stable and appropriate frame rate, thus improving the overall quality of the experience.'
Sponsored Feature
 
27
Sponsored Feature: Programming Sins - Common Errors From Down In The Trenches
by Michael Carr, Anonymous, Noel Llopis [07.13.11]
In this article republished in associated with Intel, and originally debuting in Game Developer magazine, a cadre of top developers discuss programming sins that they may, indeed, have committed - and how to avoid them.
Programming, Sponsored Feature
 
6
Sponsored Feature: 'MAXIS-mizing' Darkspore for Mainstream Graphics, a Case Study
by Omar Rodriguez, David Lee Swenson [06.08.11]
At GDC 2011, Maxis and Intel gave a presentation on optimizing Maxis’ Darkspore for processor graphics. This article elaborates on that presentation and explores optimizations around Maxis’ deferred-rendering engine. This includes how several bottlenecks were identified and resolved.
Sponsored Feature
 
6
Sponsored Feature: Behind the Mirror - Adding Reflection to C++
by Geoff Evans [05.17.11]
In this Intel-supported Gamasutra article, Geoff Evans explores implementing a reflection system in C++ and how the payoff ultimately outweighs the effort.
Programming, Sponsored Feature
 
 
Sponsored Feature: CPU Onloading - Leveraging the PC Platform
by Josh Doss [04.27.11]
In this Intel-sponsored Gamasutra feature, Josh Doss explains how the major technology company is investigating onloading with regard to video game development - the concept of "increasing the platform performance by using CPU resources to do typical GPU-assigned tasks".
Sponsored Feature
 
5
Sponsored Feature: Data-Oriented Design - Now And In The Future
by Noel Llopis [04.13.11]
In an Intel-sponsored reprint of a Game Developer magazine article from September 2010, game industry coder and veteran Noel Llopis takes a closer look at Data-Oriented Design.
Sponsored Feature
 
8
Sponsored Feature: Changing the Game - Experimental Cloud-Based Ray Tracing
by Daniel Pohl [03.30.11]
In this Intel-sponsored article, Daniel Pohl, a leading expert in ray tracing game technologies, focuses on cloud-based, real-time ray tracing, including its advantages and a demonstration of the cloud-based rendering approach using Intel MIC Architecture.
Programming, Sponsored Feature
 
11
Sponsored Feature: Onloaded Shadows: Moving Shadow Map Generation from the GPU to the CPU
by Zane Mankowski [01.26.11]
In this Intel-sponsored Gamasutra feature, a special game-related "onloading" technique called Onloaded Shadows is explored, examining notable performance ramifications and future improvement possibilities.
Sponsored Feature
 
   
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.