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September 27, 2021
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Josh Klint's Blog


I'm the founder of Leadwerks Software.  Leadwerks Game Engine is the easiest way to build 3D games and virtual reality experiences.


Member Blogs

Posted by Josh Klint on Thu, 06 Sep 2018 09:20:00 EDT in Business/Marketing, Programming, Serious, VR
Today I am pleased to announce I have signed a contract to put our virtual reality expertise to work for NASA. In the future I plan to use our new technology to provide services for aerospace, defense, manufacturing, and serious games.

Posted by Josh Klint on Mon, 18 Jul 2016 06:57:00 EDT in Business/Marketing, Programming, Production
For someone starting out in the game industry with the intention of eventually working for a major studio, what is the best path to learning what you need to know? This article was written in an attempt to quantitatively answer that question.

Posted by Josh Klint on Wed, 18 May 2016 01:13:00 EDT in Design, Programming, Console/PC, Indie
I came across a very interesting presentation that talks about how to avoid "banding" artifacts in game graphics.  The author uses dithering to add noise to an image and break up the visible lines your eye can detect.

Posted by Josh Klint on Mon, 01 Dec 2014 01:17:00 EST in Programming, Console/PC, Serious, Indie
I've just released (beta) support for the Oculus Rift in Leadwerks Game Engine. The implementation was much simpler than I expected, and isn't intrusive at all in our game structure.

Posted by Josh Klint on Mon, 16 Jun 2014 08:05:00 EDT in Console/PC, Indie
Last week I travelled to Seattle for a few days to lay some groundwork for the future of Leadwerks Software. During the week I tried out Valve's VR hardware, visited a gassification plant, and survived a trifecta of astrological phenomenon.

Posted by Josh Klint on Tue, 08 Apr 2014 12:18:00 EDT in Business/Marketing, Indie, Smartphone/Tablet
Apple appears to now be offering refunds for unwanted in-app purchases.

Josh Klint's Comments

Comment In: [Blog - 07/18/2016 - 06:57]

I think if they just ...

I think if they just did away with header files and semicolon line termination, productivity would rise by about 15 . Automatic reference counting on a per-class basis would be a nice tool to have. r n r nWe 're actually thinking about implementing reflection in our C classes using ...

Comment In: [Blog - 05/18/2016 - 01:13]

I 'll probably calculate the ...

I 'll probably calculate the fragment 's world position in the shader and use that as the random seed. That way the same position will maintain roughly the same noise level, and prevent the film grain appearance.

Comment In: [Blog - 07/17/2014 - 04:46]

Revenue Price Quantity. That 's ...

Revenue Price Quantity. That 's a very important equation.

Comment In: [Blog - 10/21/2013 - 01:49]

With HTML5, Flash, etc., it ...

With HTML5, Flash, etc., it seems that they 're basically just looking for a way to make an easy and safe way to install a program, without viruses, toolbars, clogging up the registry, going through a regulated app store, etc. They 're only making this a browser technology because ...

Comment In: [Blog - 09/27/2013 - 06:55]

I think the idea is ...

I think the idea is the dual haptic pads provide a greater fidelity of input than traditional thumbsticks. I imagine using them must be very different from a trackpad, since they are small, circular, and textured. I can 't really imagine what it would feel like, but I think Valve ...

Comment In: [News - 09/27/2013 - 10:30]

Porting Direct3D code to OpenGL ...

Porting Direct3D code to OpenGL is pretty serious business. I never bought into Direct3D for this very reason, and it turned out to be a good decision.