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July 17, 2018
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The Boneyard: The Most Important Part of Your Character is Invisible  
by Steve Theodore [08.05.09]
In a visual arts-specific article for Intel's Visual Computing microsite and originally published in Game Developer magazine, Bungie's Steve Theodore discusses skeletal construction and animation for game characters, looking at "strategies for taming the skeletal hordes without ending up in the graveyard."
Art, Visual Computing

Sponsored Feature: An Interview with Intel's Mike Burrows  
by Gamasutra [07.30.09]
In this Intel-sponsored feature, part of the Visual Computing website, the company's Mike Burrows, who is Senior Graphics Software Architect Manager for the Larrabee creator, talks about the upcoming chipset and its relevance for video games.
Interview, Visual Computing

Sponsored Feature: The All-Important Import Pipeline 6
by Rod Green [07.23.09]
In this sponsored feature, part of Intel's Visual Computing section, Rod Green discusses the creation of art pipelines for the firm's Project Offset engine/game, explaining why studios "should be aiming to sever the umbilical cord" and implement a 'common format' approach to art pipelines.
Programming, Visual Computing

Sponsored Feature: Two Brains Are Better Than One -- How to Thread Game AI  
by Orion Granatir [07.10.09]
In this Intel-sponsored Gamasutra feature, game programming veteran Orion Granatir presents a practical look about how to use multi-core CPUs to thread game elements, in this case artificial intelligence (AI) for your game.
Programming, Visual Computing

Managing Data Relationships 1
by Noel Llopis [06.25.09]
How does your game data relate to each other? In this practical technical article, game development veteran Noel Llopis looks at how coders should structure and retrieve the intertwined world of game data in memory.
Programming, Visual Computing

Sponsored Feature: Multi-Threaded Fluid Simulation for Games 7
by Quentin Froemke [06.17.09]
In this Intel-sponsored feature, part of Gamasutra's Visual Computing section, Intel engineer Froemke describes a multi-threaded fluid simulation system created to make virtual smoke or water for application into games.
Programming, Visual Computing

Sponsored Feature: Ocean Fog Using Direct3D 10 4
by Jeff Andrews & Chuck Desylva,Alfredo Giminez [06.11.09]
In a new Intel-sponsored feature from the Visual Computing microsite, a trio of Intel engineers showcase an experiment to create an ocean and complex fog effects using Direct3D 10 and Shader Model 4.0, complete with source code and executable demo.
Programming, Visual Computing

Every Picture Tells A Story 1
by Steve Theodore [06.04.09]
In this bonus art feature, published onto Intel's Visual Computing section, veteran Steve Theodore looks at how, visually, "although game technology seems to be at the height of information age modernity, the basic challenges of the working artist never really change."
Art, Visual Computing

Sponsored Feature: Rendering Grass with Instancing in DirectX 10 1
by Anu Kalra [05.28.09]
In this Intel-sponsored feature, part of Gamasutra's Visual Computing section, Kalra examines ways to render realistic grass in your game, utilizing DirectX 10 and vertex shaders.
Programming, Visual Computing

Collaborative Game Editing 12
by Mick West [05.20.09]
Individual game developers take responsibilities for different parts of game development - sometimes leading to content mixups and bottlenecks where their work overlaps. In this in-depth article, originally published in Game Developer magazine, Mick West discusses how collaborative editing may be the future.
Programming, Visual Computing