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Kliuless #28: GDC 2019 Recap
Physics Cheats in Marvel's Spider Man
Video Game Deep Cuts: The Game Developers Conference Aftermath
Games software/hardware to top $200 billion by 2023 despite short-term questions
Shape Theory in Level Design
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Getting High Precision Timing on Android
An in-depth technical article in which experienced game programmer Sergio Giucastro analyzes how to get the most accurate and least processor-intensive timing calls on the Android platform.
How to Make Insane, Procedural Platformer Levels
In this article,
developer Jordan Fisher explains precisely how he created the algorithmic level design system for the procedurally generated platformer -- and how you can design your own AI.
The Future According to Epic's Tim Sweeney
Epic Games founder and Unreal Engine developer Sweeney discusses what he'd like to see in future game consoles, what direction the company is taking Unreal Engine 4, and dreams about the next frontiers in artificial intelligence.
Sponsored Feature: Next Generation Occlusion Culling
In this sponsored feature, Umbra Software discusses the pros and cons of various methods currently being used for occlusion culling and explains its own automated occlusion culling system that can take any type of polygon soup as input.
Unity's Future In High-Definition
Unity has become a cornerstone of the indie and smartphone game space, but does the tool set have what it takes to stand up to "triple-A" developers' needs? Gamasutra speaks to Unity Stockholm's Erland Körner and Renaldas Zioma.
Building Games that Run on Poor Mobile Connections
The former SVP of engineering of Moblyng, developers of
Social Poker Live
, explains the ins and outs of getting network traffic up and running over spotty cell connections using HTML5.
All That Glitters: An Interview With Bungie's Senior Graphics Engineer
In this feature interview reprinted from the December issue of Game Developer magazine, editor-in-chief Brandon Sheffield speaks to Bungie senior graphics engineer Hao Chen about how
creator Bungie plans to solve problems for its new IP and the next generation.
Automated Testing: Building A Flexible Game Solver
Experienced tool developer Cyril Marlin outlines a method used to build an automated testing system for Wizarbox's
, a Wii adventure game -- which reduced bugs, increased polish, and is flexible enough to be adapted to other genres.
A Developer's Guide To Stereoscopic 3D In Games
Wondering what the landscape for stereoscopic 3D games looks like? This in-depth article examines platforms, display technologies and middleware, to offer a look at the landscape for developers planning to implement 3D into their games.
Sponsored Feature: Programming Sins - Common Errors From Down In The Trenches
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.
Sponsored Feature - Intel
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