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February 10, 2012
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
 
DICE 2012: Insomniac's Price on Quality Of Life, ditching the 'Loser' badge [2]
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February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [18]
 
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
 

Stan Melax

Stan Melax received a BSc and MSc in computing science and gained various
work experience in parallel processing, networking, and VR. In 1996, Melax
began his career in the game industry at BioWare, where he initially did 3D
and graphical programming to help finish Shattered Steel. After that, Melax
made minor contributions to Baldur's Gate. Most of his efforts at BioWare
have gone toward MDK 2, where he has been a part many areas including rendering,
physics, interaction, tool support, and even parts of game play. Melax has
been responsible for the Neverwinter Nights graphics engine for the past year,
which helped the team win two official E3 awards. Based on his work in the
game industry, Melax has published in Game Developer, Games Programming Gems,
and Graphics Interface.


Features by Stan Melax:
BSP Collision Detection As Used In MDK2 and NeverWinter Nights [03.01.01]
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