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November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
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November 22, 2009
 
Time Fcuk [1]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
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November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
Brand Manager
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November 22, 2009
 
24seven3D
 
Flame Node Studio
 
dSonic, Inc.
 
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GameRonins
 
Interactive Game Experience
 
Technicolor
 
On-Model Corp.
 
Digital Shock
 
Spiel Studios
 
About
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Editor At Large:
Chris Remo
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News

News » 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
 
Sponsored Feature: Optimizing Game Architectures with Intel Threading Building Blocks
by Staff [03.31.09]
In this sponsored feature, Intel's senior software engineer Brad Werth shares techniques and code samples for optimizing game architectures with small amounts of coding effort using Intel Threading Blocks (TBB).
PC, Console, Programming
 
Autodesk, NaturalMotion Partnering To Integrate Kynapse, Morpheme
by Eric Caoili [03.26.09]
Autodesk and NaturalMotion announced a partnership to integrate their respective game development products, AI middleware Kynapse and animation middleware engine Morpheme.
PC, Console, Programming
 
Nvidia Announces APEX For PhysX SDK
by Eric Caoili [03.25.09]
Graphics technology company Nvidia announced Nvidia APEX, which provides tools designed to streamline the process of implementing scalable physics across multiple platforms through its PhysX software development kit.
PC, Console, Programming
 
Pre-GDC: 3DVIA Virtools Adds Xbox 360 Support
by Chris Remo [03.17.09]
Dassault Systemes' 3DVIA Virtools environment for game development and rapid prototyping now supports Xbox 360, and the company plans to demonstrate the software at GDC.
PC, Console, GDC, Programming, Production
 
Q&A: NaturalMotion's Reil On The Evolution Of Morpheme
by Staff, Jeff Fleming [03.11.09]
Following the debut of Morpheme 2.0, Gamasutra sat down with NaturalMotion CEO Torsten Reil to discuss the state of the real-time animation solution for game developers. [1]
PC, Console, Programming, Art
 
In-Depth: Behind The Scenes Of Golden Axe: Beast Rider
by Staff [02.26.09]
What happened during Secret Level's $15 million-budget Golden Axe: Beast Rider? Extracting from an honest Game Developer magazine postmortem, the creators detail how they lost focus on co-op, and Iron Man's development distracted them -- but they still shipped in just 18 months. [1]
PC, Console, Originals, Programming, Design
 
Havok Technology Powers 27 BAFTA Nominations
by Eric Caoili [02.25.09]
Intel-owned middleware developer Havok is claiming that titles powered by its physics and animation tech have earned twenty-seven BAFTA noms, six times more than titles using other physics engines.
PC, Console, Programming
 
Feature: 'Intelligent Brawling'
by Staff [02.19.09]
How do you make a great third-person brawler? In this feature, THQ's creative manager Tom Smith cross-examines titles from God Of War to Ninja Gaiden and beyond to analyze enemy AI in the hot genre.
Console, Programming
 
PathEngine Aims To Cut Ground Generation Times With New Release
by Leigh Alexander [02.12.09]
PathEngine has released a new edition of its pathfinding and agent movement SDK. The company says it's optimized 3D content processing, and claims ground generation times are reduced to less than half those of the prior release.
PC, Console, Programming
 
gDEBugger 4.5 Adds Viewable Texture Mipmap Levels, 1D/2D Teture Array Support
by Eric Caoili [02.12.09]
Graphic Remedy announced a V4.5 update for its OpenGL and OpenGL ES debugger and profiler gDEBugger, which now includes the ability to view texture mipmap levels.
PC, Console, Programming
 
Smack Down Licenses Vicious Engine For Two Wii Titles
by Eric Caoili [02.11.09]
French developer Smack Down Productions (Red Bull BC One) has licensed Vicious Cycle Software's Vicious Engine for two upcoming Wii titles "based on high-profile licenses," adding onto two other projects previously developed with the engine.
Console, Programming
 
Qube Launches Ignition Program For Q Engine
by Leigh Alexander [01.26.09]
London-based middleware company Qube Software is launching a new process called the Q Ignition program, intended to speed the evaluation process for games designed using its modular Q Engine middleware.
PC, Console, Programming
 
Sponsored Feature: 'An Interview with Havok's Jeff Yates'
by Staff [01.22.09]
Havok, long known for physics, now has a reach that extends into other crucial middleware areas. In a sponsored Gamasutra feature that's part of the Intel Visual Computing section, the company's Jeff Yates speaks about the present and the future.
PC, Console, Originals, Programming
 
Namco Bandai Licenses NavPower AI For Afro Samurai
by Eric Caoili [01.13.09]
Namco Bandai Games America licensed BabelFlux's middleware package, NavPower, which assists with AI motion planning, for multiple titles, including its forthcoming action game Afro Samurai. Slated for the PlayStation 3 and Xbox 360, Afro Samurai will release to stores on January 27th.
Console, Programming
 
Bonus Feature: 'Visualizing Floats'
by Staff [01.07.09]
Despite their ubiquity, few programmers really take the time to understand the mechanics of floating point numbers, their limitations, and problems they can bring to games -- Neversoft co-founder Mick West dives in.
PC, Console, Originals, Programming
 
Autodesk Joins UE3 Integrated Partners Program
by Eric Caoili [12.16.08]
With the integration of its animation middleware HumanIK and AI middleware Kynapse into Epic Games' Unreal Engine 3, Maya owner Autodesk has become a member of Epic Games' Integrated Partners Program. UE3 licensees now have access to the in-game character animation and 3D navigation/spatial reasoning solutions.
PC, Console, Programming
 
Pixel Mine Joins Epic's UE3 Integrated Partners Program
by Eric Caoili [12.11.08]
Developer and publisher Pixel Mine joined Epic Games' Integrated Partners Program and announced that nFringe, its UnrealScript source-level debugger, is now integrated with Epic's Unreal Engine 3.
PC, Console, Programming