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Event Wrap Up: CTIA 2005 Mobile Conference
The CTIA Wireless IT & Entertainment convention, held in San Francisco’s Moscone West conference hall, included the presence from some of the more notable developers and publishers in the mobile game market, including Jamdat (Doom RPG
), Gameloft (War Of The Worlds
), and I-Play (Skipping Stone
| Brandon Sheffield
Event Wrap-Up: SIGGRAPH 2004
Over 27,000 game developers, film industry professionals, and scientists attended SIGGRAPH 2004 at the Los Angeles Convention Center - Morgan McGuire discusses the show from a game development perspective.
| morgan mcguire
GDC 2004--The Audio Track
Aaron Marks makes note of the sounds of GDC--what this year's event offered for the audio community, and what the industry's icons were saying.
| Aaron Marks
Postcard from the GDC 2004: John Carmack's Keynote
John Carmack presented the programming keynote at the GDC 2004: an hour-long, content-packed, Powerpoint-free presentation. The game programming icon expounded on the future of game graphics and game hardware platforms.
| Daniel Sánchez-Crespo Dalmau
UV Mapping Tips And Tricks
In this paper, Renier Johannes Banninga attempts to counteract the insanity of UV mapping by sharing every trick and technique he knows for making the process of texture mapping easier.
| Renier Banninga
The End Game: How Top Developers Sold Their Studios - Part Two
Dan Lee Rogers has researched the issues surrounding the sale of independent game developers to larger houses--including the financial terms and interviewing key executives, attorneys, and investment firms to help you understand how to be prepared for any sale you might be involved in. Part 2 concludes the series, and provides insight on how a purcase price is decided upon.
| Dan Lee Rogers
Game Agents: Show Me The Money? Part 1: Introduction, Interview
Like their counterparts in Hollywood, agents in the game industry represent the "talent" - game developers - and negotiate publishing and distribution deals for their clients. In return, the agents take a cut of the deal. Part one of this three-part series on game agents introduces their services, and talks to Zombie co-CEO, Mark Long, about his thoughts on agents.
| Alex Dunne,Matthew Karch
AIAS Announces Winners
The Academy of Interactive and Sciences announced the winners of its fourth annual Interactive Achievement Awards.
3D Engines for Games: A Broader Perspective
You've developed an object viewer, a Quake level viewer, a radiosity renderer and a patch tessellator. You know 3D math, OpenGL and the 3DS file format by heart. Now you want to go further -- you want to use this knowledge to develop an entire engine. Does this seem like a large task for you? Well let me tell you, it is. I will not try to tell you how to make a good, playable game. Nor will I tell you how to program any specific parts of an engine. In fact there won't even be a single line of code in this article. The main goal is to enable you to quickly and (relatively) painlessly develop an engine and a game that uses it.
| Søren Hannibal
Postmortem: Treyarch's Draconus
1 2 3 4 5 6 7 8 9 10
Under funded and under scheduled, Jamie Fristrom discusses what went right and what went wrong during the Draconus development process. He also touches on the tools his team used to make the best of the under funded and under scheduled game.
| Jamie Fristrom