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February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
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Latest Features
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February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [19]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
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Features
 

Simon Tomlinson

Simon Tomlinson studied Physics at Manchester University, UK, and went on to gain a PhD in Electrical Engineering and to work as a Research Fellow in Electronic Applications and Computational Physics. In 1997 he joined the Games Industry as an AI programmer. He has worked on a variety of platforms and projects including billiard games, flight and space combat, racing games, FPS combat and card games including Poker, as both a lead AI and overall project lead on mobile Java platforms, with occasional forays into production and R&D. He has retained his academic interests with several Game related publications and presentations in the UK and has assisted local Institutions in starting and running Game Programming courses. In 2008 he formed his own consultancy company, S1m On Ltd, and has most recently contributed to the highly acclaimed Need for Speed Shift under a contract for Slightly Mad Studios.


Features by Simon Tomlinson:
Aces High: Numerical Techniques in Poker AI [09.30.10]
A Case For Virtual Game Development - Need For Speed: Shift [11.10.09]
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