|
|
Other peoples news
(that CogitareComputing finds valuable)
2008-06-09
The Impact of Activision Blizzard
A Templated C++ Attribute Library for Object Persistence and Export
Irrlicht 1.4.1 Released
Sponsored Feature: Procedural Terrain Generation With Fractional Brownian Motion
Game Law: Get Your Pigs in a Row!
Game Design Essentials: 20 Atari Games
Introducing Scrum At Large Animal Games: A Look Back at the First Year of Agile Development
Giving Games A Voice: Sony's Dialog Manager Greg deBeer Speaks
Holes to Fill: Jason Rubin at the Vancouver Game Summit
InterPlayCon: Is Facebook Gaming The Next Big Thing?
Opinion: Why Time-Management Games Ought To Be Great At Story-telling (And Why They Mostly Aren't)
GPU Gems 2 Online: "Shading, Lighting, & Shadows"
The Pursuit of Games: Designing Happiness
Student Thesis: A Psychophysiological Logging System for a Digital Game Modification
Book Extract: Dungeons and Desktops: 'The Silver Age'
Grattis till vinnarna i Swedish Game Awards 2008
An Achievement-Centered Online CCG? Designing Kongai
Iterative Development
Best Practices in Game Development
Women in Games: The Gamasutra 20
2008-05-20
Master's
Thesis: A Framework for Psychophysiological Data Acquisition in Digital
Games
Analyze
This: Will The Games Industry Give Hollywood A Run for Its Money This
Summer?
Design
Lesson 101: Boom Blox
A
New Future Under EA: Ray Muzyka Charts BioWare's Future
Framtidens
svenska spelhopp
Spelmässa
med sikte på framtiden
Building
Better Computers With Games
Interview:
High Impact's Lesley Matheson On New Studios, Tech, And More
Best
Of Indie Games: Evolutionary Games
Building
a Mindset for Rapid Iteration Part 1: The Problem
Applying Personas to
Game Design
Rekordmånga
spelutvecklare till Malmö
"Vi har slutat
rekrytera - det är inte roligt längre"
The
Designer's Notebook: Difficulty Modes and Dynamic Difficulty Adjustment
Reminder:
One Month Left To Enter The Dobbs Challenge
Results
from James Portnow's Game Design Challenge: The Gun
Quality
Of Life? Does Anyone Still Give A Damn?
Three
Novice Mistakes in Game Design
Content
Kings: Square Enix's Shiraishi And Tsuchida On WiiWare And Risk
2008-05-11
Persuasive
Games: Texture
Physics
in Mass Market Games
Carry
Small, Game Large: Big Shared Screen Multiplayer Gaming
Sponsored
Feature: Games for Zune with XNA Game Studio 3.0
Finding
A New Way: Jenova Chen And Thatgamecompany
Yoshiki
Okamoto: Japan's Game Maverick Speaks
Building
a Mindset for Rapid Iteration Part 1: The Problem
The
State of Indie Gaming
What
is a Game Engine?
What
Gamers Want: Family Gamers
Design
Lesson 101: Grand Theft Auto III
Postmortem:
Ironclad/Stardock's Sins of a Solar Empire
2008-04-27
Game
Design for the Color Blind Player
Ken
Levine on BioShock's Narrative Drive
The
Top 20 Underutilized Licenses
Sponsored
Feature: Interoperability and Autodesk FBX Technology
Dungeons
& Dragons: The Pen and Paper Video Game
Postmortem:
Kat Games' Dream Chronicles
Student
Postmortem: SCAD's Project Loyola Alternate Reality Game
2008-04-21
Sponsored
Feature: RAM, VRAM, and More RAM: 64-Bit Gaming Is Here
Postmortem:
Saber Interactive's TimeShift
Open
Strategy Game Definitions group being formed
Moving
The Industry Forward: Peter Molyneux Speaks
Why
Game Developers Are Screwed
Analyze
This: Is The Video Game Industry Recession-Proof?
MI6:
The Five Rules Of Marketing BioShock
Design
Language: The Portal Paradoxes
Student
Postmortem: SCAD’s Rat
Color-blind
gamers: common. Developer awareness? Minimal
Understanding
Free-To-Play: Nexon's Min Kim Speaks Out
Student
Postmortem: Singapore-MIT GAMBIT Game Lab's AudiOdyssey
A
Western Initiative: Svensson On Capcom's Digital Future
Presentationer
från GDC 2008
GDC
2008 Presentations
Entry-Level
Video Game Designers
Fewer
Mechanics, Better Game
The
History of Panzer Dragoon
Getting
Along with Game Audio
Digital
Bruckheimer: Cameron Brown On Mercenaries 2
MMO
Class Design: Up With Hybrids! An Economic Argument
Box2DFlashAS3
2.0.0
Interview
with Bill Fulton about Factoring Psychology into Game Development
Peter
valde spelbranschen
Developing
An Epic: Nakazato On Lost Odyssey And The Future
Gaming
Addiction: Clearing The Air, Moving Forward
Sharing
the Design
Fixing
Online Gaming Idiocy: A Psychological Approach
Ray
Tracing To Debut in DirectX 11
EA
Goes Free-To-Play: Battlefield Heroes' Producer Speaks
2008-03-30
The
games
industry maturing
Why
There Are No Great Game Stories
Still
Alive: Kim Swift And Erik Wolpaw Talk Portal
Resolve
Your Resolves
"GPU
Gems" - Now Readable Online!
Videos:
Game Development Tools and Multicore
Implementing
Useless Game Features
The
History of RollerCoaster Tycoon
Student
Postmortem: USC's The Misadventures of P.B. Winterbottom
Games
Demystified: Super Mario Galaxy
Is
it possible to earn a living making Indie or Casual games?
Special:
Why World of Warcraft Made It Big
Game
Law: Man's Best Friend Sometimes Bites
2008-03-24
Y
Control: Joe Ybarra On Cheyenne Mountain's Massive Plans
Postmortem:
How Puzzle Quest Saved Infinite Interactive
Ask
the Experts: Console vs. PC Development
N+:
Beyond The Postmortem
Game
Developers Should Ignore Software Pirates
48-Hour
Development Contest: Part III
2008-03-20
A
Coalition Of Developers: Foundation 9's Jon Goldman
48-Hour
Development Contest: Part I
48-Hour
Development Contest: A Word from the Coordinators
Valve's
Kim Swift on how a group of students made 2007's best game, Portal
Persuasive
Games: Video Game Pranks
48-Hour
Development Contest: Part II
Opinion:
The Evolution Of World of Warcraft And Its Many Games
A
Japanese RPG Primer: The Essential 20
Spector:
‘Game writers need to learn to scale back’
A
Postmortem of Game Programming with Digital Mars’ D
Programming Language
2008-03-16
Real-Time
Ray Tracing: Holy Grail or Fool's Errand? - Page 1
John
Carmack on id Tech 6, Ray Tracing, Consoles, Physics and more
Designing
Filmic Games: Paul O'Connor And The Bourne Conspiracy
Nailing
The Interview, Part 2: Recruiting: What, Why & How?
The
Artistic Pursuit: Which Artists Will Game Companies Hire?
'The
Dobbs Challenge' $10,000 Game Competition Announced
Better
Graphics, Diminishing Returns
Nordic
Game Jam 2008: 134 Game Developers, 40.5 Hours and 19 Game Demos
RPS
Interview: Introversion’s Chris & Mark
Game
Culture Vultures: Parkour
Scope:
A Lesson in Game Design
Patents
on video game mechanics to strangle innovation, fun
A
Human Work: Denis Dyack On What Games Need
Donkey
Kong
and Me
2008-03-08
NVIDIA
Comments on Ray Tracing and Rasterization Debate
Nvidia
skrotar PhysX
Connecting
Communities, Redefining Xbox Live: Chris Satchell On XNA
Pro
Game Dev Tips: Play Testing
Best
Practices in Game Development
Microsoft
Excel: Revolutionary 3D Game Engine?
GDC:
Game Designers Rant On Making Games That Matter
The
Designer's Notebook: Damn All Gameplay Patents!
David
Perry Launches GameIndustryMap 2.0
The
State of PlayStation Network: John Hight Interviewed
How
To Compare Online Gaming Businesses
Mono
and the Game Developers Conference
The
Art Of Games
Nine
Paths To Indie Game Greatness
Hey,
That’s MY Game! Intellectual Property Protection for Video
Games
Nocturnal
IGS:
N+ Creator On Game Creation's 'Unique Knobs'
Havok
Offers Core Physics Software Free for PC Game Developers
2008-02-23
GDC08:PhyreEngine,Sony's
new (free!) cross-platform engine
So
You Want To Make A Game
Crysis
SDK Released
Commodore
64 coming to Virtual Console
Democratizing
Game Distribution: The Next Step
Insomniac
Games's game libraries released
2008-02-18
Svensk
upplevelseindustri sålde för 485 miljarder kronor
2007
Expressing
The Future: Tetsuya Mizuguchi
Texture
2 Tools Update
The
Indie Scene
Stories
From The Sandbox
Q&A:
GameTap's Sanchez On The Three Episodic Rules
2008-02-13
Designing Games That Are Accessible To Everyone
Microsoft,
Nvidia, Intel and others to form PC Gaming Alliance
Persuasive Games: Videogame Vignette
2008-02-10
Interview:
Richard Garriott Is From Mars
Designer
Advice: A Beginner's Guide
Maximizing
Your Job Hunt At GDC
Academic
Expansion - How Rare Recruits Graduates
Opinion:
Why Your Game Studio Should Practice 'Shared Design'
Atari
Games Unearths Priceless History
The
GDC Survival Guide
Into
The Sector: Digital Extremes' Steve Sinclair
Can
James Patterson and Jane Jensen bridge the genre gap?
2008-02-04
The
History of Dragon Quest
$1,750
up for grabs to indie devs
Game
Programming Tests
A
History of Gaming Platforms: The Apple II
Game
Community Chooses the Top 100 Mods of 2007
Programming
As Art — 13 Amazing Code Demos
Futuremark
opens games studio
Video
Games: Officially Art, In Europe
2008-01-28
IndieGames.com
Best-Of Features
Navigating
A Crossroads: David Jaffe Talks
Matsuura
Got Rhythm: The State Of NanaOn-Sha's Founder
2008-01-24
Without
a Specialty: The ‘Other' Skills Needed to Make Games
The
Future Of The Real-Time Strategy Game
Call
for Papers: Computer games, between text and practice
Call
for Papers: Future and Reality of Gaming
Opinion:
How To Sell More Games Through Trial Versions
Learn
About RakNet
IEZA:
A Framework For Game Audio
Thematic
Power
Hare:
'Games are now sold as products, not fun'
Free
'Ad-Backed' Games the Future?
Plundering
the Seas of Probability
Exploring
The Rhetoric Of War: A Turning Point Interview
Ray
Tracing and Gaming - One Year Later
2008-01-19
Computergame
+ Human = Story
Catching
Up Casually: A Chat With Alexey Pajitnov
RPS
Exclusive: Raph Koster on The MMO
The
Watery Pachinko Machine of Doom: Project Horseshoe's Thoughts On Story
Types
of Game Designers
Early
Registration Closing For Game Developers Conference 2008
2008-01-16
Compulsion
Engineers
Analyzing
the AI Bot Library from the Quake 3 Source Cod
101
Free Games for 2008
Explosion
of Indie Games Kills 'Best of' Column
Evolving
Disney: Graham Hopper Speaks
Wandering
Monster Studios launches libRocket, Game User Interface Authoring Tool
2008-01-15
Academic
Paper: Tweaking ODE for Variable Time Steps
Game
Design Essentials: 20 Mysterious Games
SimCity
Source Code Released to the Wild! Let the ports begin...
Revitalizing
The Legacy: An Interview With Taito's Keiji Fujita
Game
Law: Development Contracts And 'New' Revenue Streams
How
Halo 3 Changed Game Development
Sid
Meier To Receive Game Developers Choice Lifetime Achievement Award
An
Overview
of the AI Architecture Inside the F.E.A.R. SDK
Online
Adaptation of Game Opponent AI in Simulation and in Practice
Aussie
Software Project Makes 3D Models From Video Clips
Student
Postmortem: Cowboy Cave
Translating
World of Warcraft into a Tabletop Roleplaying Game: The Content
Challenge
Iwata:
'Stories and better graphics don't grow game audiences'
Lode
Runner Heads to Xbox Live Arcade (Updated)
Konami's
Wii Wizard: An Interview With Shingo Mukaitoge
Tips
for Finishing a Game
Why
has multiformat games development become so problematic?
Production
Values: The Value of Communication In Game Development
2008-01-02
'Games
development too expensive'
Former
"Hitman" programmers plunge into the casual games industry.
Work
Doesn't Take A Holiday But David Perry's Free To Play
The
Fine Art of Balance
Gender
Portrayal
and the Meaning of Game Elements
2007-12-28
Nailing
The Interview / Part 1: Recruiting & Hiring New Employees
10
Indie, Student Game Competitions: A Shortlist for Your Submissions
Hollywood
& Games: Sony Pictures' Landau Talks Convergence
Innovation
or Vocation? The Purpose of Game Education
Academic
Paper: Storytelling in MMOs
Cg
2.0 Released by NVIDIA
Producers
Of The Roundtable: Getting Coders and Artists to Communicate
2007-12-24
Part
2 of 2: Further exploration of EA's fast prototyping strategy
Part
1 of 2: How EA is implementing rapid prototyping
Gamasutra's
Best Of 2007
2007-12-20
Persuasive
Games: The Holly and the Ivy
Better
Living Through Order: An Eidos Montreal Studio Tour
2007-12-18
MakeHuman
0.91RC1 Released
Playing
to Learn
Scrum
and Long Term Project Planning for Video Games
A
History of Gaming Platforms: The Vectrex
Gamasutra's
Best Of 2007: Top 5 Developers
3D
Realms-designer: "Duke Nukem-arbetet går bra"
2007-12-16
Book
Excerpt: Inside Game Design: Media Molecule
Gamasutra's
Best of 2007: Top 5 Overlooked Games
Rare's
Viva
Pinata: Giving The World Buzzlegums And
Fudgehogs
Student
Postmortem: Skyrates
A
history of the Amiga, part 5: postlaunch blues
Memento,
Temporal Coherence
and Debugging Planners
XNA,
DirectX & OpenGL® Fieldguide
POST-MORTEM:
Super Mario Galaxy
The
Devil Laughs: A Chat With Capcom Producer Hiroyuki Kobayashi
Analyze
This: Divining The Next Guitar Hero-Style Phenomenon
Schooling
Game Programmers: Specialized Degrees vs. Computer Science
The
Crysis of Integrating
Next-Gen Animation and AI
AI Examples 1:
Apertures, Assassins, and Adam
Are
You Proud of Your Code?
Should
We Enter The Era Of The Game Noir?
Piggybacking:
Gaming Across the Generation Gap
BioShock
Wins Game of the Year - Full VGA Winners List
CNN.com
readers recall the life-changing Commodore 64
Euro
devs sign ‘video game manifesto’
Neurotic
AIs Are the Future of Real Time Strategy
2007-12-07
Commodore
64 Still Beloved After All These Years
Seamless
Presentation
Two
Different Soldiers Talk Army of Two
Making
Video Games ... With Fifth Graders
ECA
Launches GameCulture.com, Intriguingly
Game
Design Essentials: 20 Unusual Control Schemes
2007-12-05
Book
Excerpt: Inside Game Design: Harmonix Music Systems
Interview:
Super
Mario Galaxy Director On Sneaking
Stories Past Miyamoto
Physics
in Games: A New Gameplay Frontier
Editorial:
Social Networking: The Next Generation of Mobile Gaming
2007-12-03
Ask
the Experts: One Foot's in the Door, Now Let Me Be Creative!
Harvest
Man: Yasuhiro Wada's Gentle World
Blizzard
and Activision Announce $18.8bn Merger
IGC:
Double Fusion's Bellamy Breaks Down In-Game Ads
IGC:
Gamecock's Escalante On Breaking The Indie Stigma
On
The Moral Consequences of Gaming
Alexey
Pajitnov, the inventor of Tetris, believes in the mysticism of games.
ESRB
Rating Distributions ...And What They Tell Us
Not
a Single Scary Casual Game Anywhere?
Videogames
blamed for stupidity of UK kids
Student
Postmortem: Happy Traps
Persuasive
Games: Video Game Zen
Opinion:
'Cloning Created The Casual Game Business'
2007-11-28
The
Unreal Man: Mark Rein Speaks
2007
Arcademy Games Awards Reveal Winners
MIGS
2007: Retro Studios On The Journey Of Metroid Prime
MIGS
2007: Nintendo's Koizumi On The Path From Garden To Galaxy
2007-11-26
Discovery
Channel's Games Documentary Impresses
Var
det roligare med datorer förr i tiden?
The
Designer's Notebook: Ten Years Of Great Games
Can
in-game ads aid level design?
More
funding for Nordic games developers
Spelboom
- men
inte för barnen
Game
Feel: The Secret Ingredient
2007-11-23
Jeff
Minter disappointed by poor Space Giraffe sales
Making
Sense of the Ad Business
Designing
A Next-Gen Game For Sound
2007-11-22
Why
Do Games Still Have Levels?
Postmortem:
Freeverse's Marathon 2: Durandal
XNA
Game Studio 2.0 (Beta)
2007-11-21
The
Game Creators are pleased to announce that their flagship C++ game
development package, Dark GDK is now included free of charge with
Microsoft Visual C++ 2008 Express
Visual
Studio 2008 is here
The
Development Of A Continuum: Andrey Iones On TimeShift
AMD
CodeAnalyst Performance Analyzer 2.76
Kompetensbrist
tynger dataspelsbranschen
All
The World's A Stage: Inside Silicon Knights
2007-11-18
Making
Of: Rise of Nations
Boring
Name,
Great-Looking Game
Ambient
Occlusive Crease Shading
Future
Play 2007: Espen Aarseth Asks Are Games Only Good For Us?
Analyze
This: Will There Ever Be One Console To Rule Them All?
2007-11-15
The
Strange History Of Gamecock's Mike Wilson
Id,
Fountainhead Form Handheld Division Id Mobile
Student
Postmortem: Fate by Numbers
Event-Handling
Strategies for Juggling Purposeful Behaviors
John
Carmack on the Nintendo DS
Atari
quits game development
Game
Design Cognition: The Bottom-Up And Top-Down Approaches
Google
Gadgets as game platform
POST-MORTEM:
Why CoD4 Looks So Hot
The
Game Design Portfolio: Is There Such a Thing?
2007-11-13
The
Winners! "Shade Your World"
Survey:
Few Parents Playing Games With Children
GI
Game Creation Contest
Toying
With Games: Todd McFarlane On Halo And His MMO
2007-11-09
End
of Edoiki Development
Lightsmark,
realtime global illumination benchmark released
Big
In Japan: D3 Publisher Takes On The U.S.
Postmortem:
Vicious Cycle Software's Dead Head Fred
Designing
Video Games ... Sometimes
2007-11-07
Text
mode demo competition 10
Exclusive:
Inside The Genesis Of Bioshock
Four
Days In The Center Of The Board Game Universe
9
Tips for Creating Rich Behaviors on a Low Animation Budget
2007-11-06
50
GREATEST GAME DESIGN INNOVATIONS
Becoming
a Game Concept Artist
The
History of Atari: 1971-1977
The
Independent on game creation process
Cg
2.0 Beta Released
The
Backbone of AI Behaviors: Movement and Animation
Ask
the Experts: Courses for Video Game Producers
Shmup
Dev Competition Gives Us 'Options', Reveals Winners
2007-11-04
MegaTexture
in Quake Wars
DirectX
SDK for November 2007 is out
Spinning
The Moral Compass: Designing Free Radical's Haze
An
Online-Gaming Pioneer Is Back, and This Time He's Banking on Sci-Fi
2007-11-01
Study:
Men like casual games, don't like to admit it
Teaming
Up
with Halo's AI:
42 Tricks to Assist Your Game
A
Suitable Watchmen Reference
A
History of Touch Games Technology
New
PR agency for developers opens
Nintendo's
Numbers: The State Of The Industry
RPS
Interview: Valve's Erik Wolpaw
Independent
Games Summit: Valve's Kim Swift - 'From Narbacular Drop
To Portal'
Casually
Speaking: 'Casual Game Portals: The Inside Story'
Getting
Hard Boiled: Midway Chicago's Mike Bilder on Stranglehold
Game
Law: Discipline and the Up Sell
AMD
On Graphics: 360 and Wii GPU Guru Speaks
Physics
Abstraction Layer
2007-10-28
Deferred
shading
Breaking
Into the Games Industry
New
game streaming technology to be released
Constructing
Artificial Emotions: A Design Experiment
Exclusive:
Exploring Guitar Hero III's Patent Secrets
Language
Is A Virus: A Talk With Pandemic's Tom Abernathy
Why
The Bionic Commando Remake Is Clueless?
2007-10-24
Applying
Rapidly-exploring Random Trees to Games
A
History of Gaming Platforms: The Commodore 64
Games,
History, and Emotion
High
Dynamic Range Environment Mapping On Mainstream Graphics Hardware
Real-Time
Shadow Maps on Mainstream Graphics Hardware
Intel
GMA 3000 and X3000 Developer's Guide
Real-Time
Fur Rendering For Short Haired Creatures
Compression
for High-Quality, High Bandwidth Video
2007-10-23
Shaping
Your Community: What Films Did, Games Must Do
A
history of the Amiga, part 4: Enter Commodore
A
history of the Amiga, part 3: The first prototype
2007-10-22
Clearing
the Haze: Rob Yescombe On Writing For An FPS
Ask
the Experts: My Kid Wants to Write Video Games
2007-10-21
Atari
founder says the games of today are "trash"
The
Mythical
Year of Experience
2007-10-20
The
conventional "rise in development cost" argument doesn't always add up
-- here's why
Defining
Games: Raph Koster's Game Grammar
Blood,
Sweat, Tears, and a Company: What it Takes to Make a Game
The Flash Game Business: Making A Living Online?
The
Best Modern 2D Games on the PS2
Postmortem:
Black Rock Studios' MotoGP'07
Independent
Games Summit: Daniel James On 'Making An Indie MMO'
2007-10-16
Opinion:
'Serious Games - Are We Really A Community?'
This
Game Is Not Yet Rated: Inside The ESRB Ratings System
Student
Testimonial: Full Sail Real World Education
Student
Testimonial: Iowa State University
The
Importance of Portal
The
Indie
Game Movement
Bionic
Commando returns
IBM,
AMD, Nvidia, Intel Talk The Future Of Gaming Processors
The
Endgame Syndrome: Why do we abandon games?
Students
to Develop Two Games During 58-Hour Conference
2007-10-14
THE
MAKING OF... System Shock 2
A
Rare Opportunity: On Piniatas, Microsoft and More
What
Indie Games Can Learn From Indie Film Distribution
2007-10-12
Blackwell
Revisited
Innovation
in Casual Games: A Rallying Cry
Virtual
Worlds Conf: Multiverse, Under The Hood
COLUMN:
'Beyond Tetris' - The Fool's Errand
2007-10-10
Videogame
Usability 101
The
History of 3D in Computers
Survey:
Parents Keeping Girl Gamers From 'Hardcore' Games
Designing
a Gameless Game: Sulka Haro On Habbo Hotel
What's
Your Game Business Model?
A
Case for Video Game Remakes
Improving
Game Design with Scary Ideas
New
Paper Posted: A Certain Level of Abstraction
2007-10-09
New
OGRE 1.4.5 (Eihort) Release
Persuasive
Games: Casual As In Sex, Not Casual As In Friday
How
SCAD Helped Me Break Into the Game Industry
2007-10-08
GDC
08 officially dated
Ask
the Experts: Don't Steal My Idea!
Building
An Empire: Koei's Generals Talk Strategy
7
Game Design Elements That Can Make Game Fun
The
Subversion Game: An Interview With Harvey Smith
Poll
analysis - games and art
2007-10-04
Into
The Pixel: The Artists Speak
Announcing
2D Physics Engine for XNA and Silverlight 1.1 (Farseer Physics Engine)
Essentially
a
port and rework of the GDC 2006 presentation from Erin Catto
2007-10-03
The
Indie Ethos - 'A Game Begins With An Idea'
Postmortem:
Sniper Studios' Crazy Taxi Fare Wars
The
Philosophy of a Ninja: Tomonobu Itagaki Speaks
2007-09-30
Interview
with a Former Game Developer #2
Top
25 Most Popular Video Game Sites September 2007
2007-09-28
Reminder:
2008 IGF Main Competition Entries Due Oct. 1st
Using
Untapped Resources For Game Audio: How Testers, Producers Can Help
Using
Team Protocols to Improve Game Development
FastLSM:
Fast
Lattice Shape Matching
for Robust Real-Time Deformation
Student
Postmortem: FIEA's Master Plan
Engaging
Audiences: Denis Dyack Deconstructs The Industry
2007-09-26
Game
Design Essentials: 20 Open World Games
2007-09-25
Architecture
of a Real-Time Ray-Tracer part 2
Using
Genetic Programming To Evolve Soccer Teams
Violence
In Video Games: The Producer's View
Tight
Conditions: The Development Constraints of an Indie Project
2007-09-24
Fixed
Camera Angles and God of War
Going
Green With 38 Studios: RA Salvatore, Brett Close On The House Curt
Schilling Built
Tokyo
Game Show 2007 - The Game Announcements
Ask
the Experts: Skilled in IT, Pining for Games
Can
RTS Games Work On A Console?
Making
the Rules: The Scale of a Game
How
to
Focus your Game and Give Players More of What They Want
2007-09-22
“A
Higher Standard” — Game Designer Jonathan Blow
Challenges Super Mario’sGold Coins,
“Unethical” MMO Design And Everything Else You May
HoldDear About Video Games
OpenGL Mathematics
Sneaking
Behind Thief’s AI: 14 Tricks to Steal for Your Game
Is
SilverLight a new gaming platform?
Opinion:
The Future For Casual Game Revenue Growth?
High
Moon Shining: Inside Vivendi's San Diego Outpost
Rendering
Games with Raytracing Will Revolutionize Graphics
Making
Of: Thief: Deadly Shadows
The 2007
Front
Line Awards - Nominations Open Until October 9th!
The
Hard Science of Making Videogames
2007-09-20
Xorg
7.3 and 3D Acceleration with Nvidia Cards
The
Top 10 Myths of Video Game Optimization
It's
New CrazyBump Day!
Lightsprint
Posts Eurographics RTGI Videos
Video
Games' First Space Opera: Exploring Atari's Star Raiders
The
View From GameStop's Window: Retail Giant Talks Gaming In 2007
Production
Values: The Value of Project Management
The
State Of Blizzard's Union: Pearce, Sigaty Talk Warcraft, Starcraft, And
Beyond
Making
a Video Game from Start to Finish: An Overview for Beginners
Master's
Thesis: Chatting in MMOs
Ask
the Experts: The Advantages and Disadvantages of Game School
Game
Developer's Top 20 Publishers - The Sassy Version!
2007-09-09
Gamasutra's
Austin GDC Coverage: The Highlights
GCG
Feature: How Gareth Griffiths Broke Into the Industry
2007-09-06
Sweden
Gets Its First Game Developer Recruiter
10
Things You Didn't Know About the Most Successful Shockwave MMO
Value
Innovation for Video Games
How
To
Pitch Your Game
2007-09-05
Eludamos,
a new video game journal
For
the Love of All Games: How Catherine Herdlick Broke Into the Industry
COLUMN:
Marketing Melancholy: 'Video Game Box Art Experiment'
Making
the Rules: Great Enemies
PathEngine
Extends 3D Processing to Very Large Worlds, New Licensees
The
Designer's Notebook: Bad Game Designer, No Twinkie! VIII
The
Game Industry Salary Survey 2007
2007-09-03
The
Difficult Definition of Indie Game Developer
2007-08-31
Infamous
warning haiku for game designers
AMD
Unveils SSE5 Instruction Set
Torque
for Wii availability and licensing
Vista
update to address gaming issues
DrDobbs
Silverlight portal
2007-08-30
OGRE
featured in "C++ How To Program, 6th Edition"
Analyze This: Are Game Publishers Late To The (Wii and DS) Game?
From
Intern to Artist: How Diane Stevenson Broke Into the Game Industry
2007-08-29
From
God To Cock: Mike Wilson On GameCock's Publishing Party
The
Eight Greatest Mistakes In Game Design
Write
Games, Not Engines
2007-08-28
Game
Law: SCRUM Deals - Good, Bad or Ugly!
Artistic
Concepts in Games
2007-08-27
The
Original Gaming Bug: Centipede Creator Dona Bailey
Spelet
som
konst, eller konsten som spel?
2007-08-24
Naughty
Dog, New Tricks: An Interview With Jason Rubin
Gabe
Newell: DirectX 10 for Vista was a mistake
The
Complete History of Lemmings
2007-08-23
Game
Design Essentials: 20 Difficult Games
2007-08-22
Intuition
Games And The Indie Bootstrapping Matrix
Real-time
Global Illumination at Eurographics 2007
Creative
Director Ken Levine on BioShock
2007-08-21
Breaking Down Breakout: System And Level Design For Breakout-style Games
How
to Become a Great Network Programmer: Part II
Halo
3: How Microsoft Labs Invented a New Science of Play
2007-08-20
Location,
Location, Location!: Part II
SIGGRAPH
2007
2007-08-19
Interview:
Billy Pamier, Airborne Entertainment
Under
the hood: id Tech 5
2007-08-18
The
Tao Of Id - Kevin Cloud, Steve Nix Talk Tech, Future Of PC
2007-08-17
How
to Become a Great Network Programmer: Part I
Study
Finds Casual Games Still Beating YouTube, MySpace
2007-08-16
Indie
Game Creators? Better Bring Your B Game!
DEFCON,
Roboblitz Chosen As ECD Indie Showcase Semi-Finalists
Becoming
A Stellar Games Industry Manager : Networking And Negotiation
A
High Performance, Low Level String Library
2007-08-15
Game
Developer's 'Top 20 Publishers' Calls For Votes
The
China Angle: Profiting From Love
Creators.xna.com
unveils new XNA Startet Kit for Premium subscribers
GDCSE'08:
Call for Papers
Video
game development studio to teach game development during summer
2007-08-14
Torque
MMO Kit - Now Open Source!
The
YouTube of Videogames?
Introducing
the Ecere SDK: A Cross Platform GUI toolkit, 3D Engine, and OO Language
Media
Consumption: Artificial Studios' Jeremy Stieglitz
The
'Videogame' Fallacy: Rebutting the IGJA
Crowther's
Original Adventure Source Code Found
XNA
GameFest first day slides on Ziggyware
The
State Of Korea: Console Games
A
history of the Amiga, part 2: The birth of Amiga
2007-08-13
Game
Developers: Get Heard!
GameFest:
'How to Engage the Community, Without Outraging Them'
Editorial:
Looking For The Next Mobile Gaming Killer App
XNA
Game Studio 2.0
2007-08-12
Crayon
Physics
COLUMN:
'Game Mag Weaseling': Mag Roundup 8/11/07
DirectX
10 Hardware Is Now Obsolete
2007-08-10
GCDC's
exclusive keynote on "Age of Empire"
IGS
Video: Eric Zimmerman On Casual Games, Gamelab
2007-08-09
PR
And The Game Media: How PR Shapes What You Think About Games
Student
Postmortem: Northeastern University's Shortfall Digital
2007-08-08
Event
Wrap Up: GAMES:EDU 07
From
Judge Dredd To Harry Potter, Rebellion CEO Jason Kingsley Is Spoiled
When It Comes To IP
NPD
Study Finds Gaps in User Awareness On Hardware Functionality
2007-08-07
SIGGRAPH
2007 - NewTek Releases New Update to LightWave 3D
SIGGRAPH
2007 - Autodesk Announces Autodesk 3ds Max 2008
SIGGRAPH
2007 - Autodesk Launches Autodesk Maya 2008 Software
SIGGRAPH
2007 - NVIDIA Book Compiles World's Most Advanced GPU Programming
Techniques
SIGGRAPH
2007 - Allegorithmic Unveils New Version of Procedural Texturing
Middleware
SIGGRAPH
2007 - Futuremark Announces 3D Content Creation Tool Chain for OpenGL
ES 2.0
SIGGRAPH
2007 - NVIDIA smashes visual compute density record with new GPU server
Multiverse
to license MMO technology at no upfront cost
SIGGRAPH
2007 - Luxology Unveils Luxology TV
SIGGRAPH
2007 - Leading Tools Providers Put Powervr Insider Tools In Own
Offerings
The
Game Tunnel 100
Tracking
Player Feedback To Improve Game Design
Future
of game graphics could hinge on user-made content
2007-08-06
A
Case for Flexible Milestone Deliverables
Exploring
Journalism In Online Worlds
From
Ragnarok To The New World: An Interview With Hak Kyu Kim
Ask
the Experts: Location, Location, Location!: Part I
Opinion:
Why Casual Game Cloning Makes Sense
2007-08-05
The
Best Indie Art Games... Evah?
2007-08-03
Microsoft
utvecklar Direct X 10.1
Narrative
Design For Company Of Heroes: Stephen Dinehart On Writing For Games
Line
Rider's Physics? Gamasutra, Baby!
2007-08-02
Computer
board-based prototype to be shown next week
The
Pros and Cons of Digital Distribution
Casual
gaming ready to explode
Student
Postmortem: DigiPen's P.H.L.O.P.
Persuasive
Games: How I Stopped Worrying About Gamers And Started Loving People
Who Play Games
Video Games
as
High Art
A
history of the Amiga, part 1: Genesis
Some
OpenGL Version Stats
2007-08-01
The
New EA: An Interview With Frank Gibeau
Opinion:
XBLA Certification? Jeff Minter Has Had Enough! Fair?
Phoenix
Game Protection Standard is Now Free
KWorld
6.418 Released: Real-time 3D Scene Editor
2007-07-31
"You
shouldn't expect an RTS or a fighting game or something," says the Doom
developer of its new IP
Mark
Rein Says Consoles Retarding PC Graphics Progress
The
Completely Fair Scheduler's Impact On Games
Capitalizing
on Curriculum: Industry Partnerships in Game Education
Develop:
Molyneux Relying On The Vanity Of Gamers
The
UK Guardian On Dying In Games
The
Simplest Game Possible
2007-07-30
The
History Of Activision
AGE
3D: OpenGL and Direct3D API-based UI
POGL
0.56 Abstracts ARB, Cg and GLSL
Embedded
Systems 3D Game SDK Version 0.4.1 released
2007-07-29
Tips
for the Working Designer
2007-07-27
Designing
AI Algorithms For Turn-Based Strategy Games
Lightlab
is a hybrid GTK/OpenGL program for experimenting with the OpenGL
lighting model.
EA's
Riccitiello: Transition 'Much Harder' Due To Lack Of Wii Focus
Tips
for the Working Designer
2007-07-26
Building
a better RPG: How Persona 3 will save us all
Ask
the Expert - The Game Designer
Working
In Japanese Game Development: The Facts
Nvidia:
New Public Developer Forums
Papervision3D
1.5 (AS3) Official Release
2007-07-25
Prince
Of Los Angeles: An Interview With Jordan Mechner
Master's
Thesis: Trends and Trajectories in the Mobile Gaming Industry
How
Much Money Can You Make Selling Video Games Online
Indigy
Prophecy - Where Gameplay Meets Story
Alex
Handy Sez: 'Whither The Game Beta?'
Nu
är
Activision världens största spelförlag
EA
Admits to Being Boring
Nielsen
uses television tech to measure game ads
2007-07-24
NVIDIA
PerfHUD 5 Beta 4 Released
How
FPS Storylines Are Written
There’s
Not a Single Realistic War Game Made Yet
University
of Abertay Dundee Creates Training Program Using Instinct Studio
What's
the Dille? Sony's Marketing Head Gets Heated
Develop
Mobile: Glu - 'Focus on gameplay, not gimmicks'
Developers
on Unreal Engine 3 and the Silicon Knights Lawsuit
Ask
the Experts: Programmer Applicant’s Checklist
2007-07-23
Indie
Postmortem: Wolverine Studios' Total Pro Golf 2
2007-07-21
Develop
unveils new website
The
Moore Interview: On Japan, Sony, And Halo 3
2007-07-20
And
now, for something different
2007-07-19
GCDC
Announces Full Conference Schedule
Get
'Skooled in Torque
The
Chemistry Of Game Design
CGA:
Casual Games Industry a Sleeping Giant about to Awaken
2007-07-18
The
History of Civilization
These
Games Are So Bad, It's Not Funny
DX10
Lightning Sample Available for Download
2007-07-17
Gaming's
10 Biggest Scandals
The
Designer's Notebook: Why Design Documents Matter
Harrison:
Nintendo May 'Retire' Game Boy
Iced
Tea, Three Kingdoms Dominate ChinaJoy 2007
id
Software snackar framtid
Rhythm
Games: Simplicity and Mass Appeal
Shadow
Map Aliasing
Blogged
Out: 'Difficulty Setting'
The
new E3: a postmortem
2007-07-16
Messing
with Tangent Space
Papervision3D
in 5 minutes
XNA
Game Studio 2.0 this winter?
2007-07-15
Introduction
to DirectX's Direct3D 10
2007-07-14
Learn
From the Top 100 Indie Games
E3
2007
Papervision3D
Public Beta
2007-07-12
How
to Really Get Your First Job in the Game Industry
Questioning
the New E3
2007-07-11
The
History of Videogame Genres
E3 2007
Live
Coverage
The
Game Design Kiss of Death (or, I hurt you because I love you)
Full
OpenGL 3D Acceleration for Xen/Vmware/Kvm
Book
Excerpt: Game Writing Handbook
Game
Programming with SDL: Getting Started with OpenGL
Ask
the Experts: Secrets Jobs in Games Industry
Becoming
A Stellar Games Industry Manager, Part 2: Effective Presentations
2007-07-10
Analyze This: Will Hardcore Gamers Be Pushed Aside In This Console
Generation?
2007-07-09
Shaders
and Metaprogramming
Opinion:
Why The Game Biz Should Turn To Flash
2007-07-07
Blogged
Out: 'A Herd Of Blog'
Gamasutra
Podcast: Costikyan Preaches His Manifesto
What
Makes You Tick? Great Indie Adventure Games
2007-07-06
Tooling
Around: Steve Streeting On Open Source 3D Engine OGRE 3D
Die
Without Regret: An Interview With Goichi Suda
Utvecklardagbok
från Assassin's Creed
Radeon
SDK June 2007 has been released
SGA is
recruiting
students for the project group of 2008
Q&A:
Chemistry's Pashley Makes A Bang With UE3
European
Online Games Ratings System Unveiled
Postmortem:
Deadine Games' Chili Con Carnage
OpenSceneGraph
2.0
The
Teaching Game: Part Two - Instructing
2007-07-05
IGF
Finalist Switchball Bounds Out Of Gates, To XBLA?
ShiVa
1.5
2007-07-04
Making
Money with Casual Games
Q&A:
Producers Of The Roundtable - Practical Scheduling For Games
2007-07-03
Q&A:
Colony's Wallis On Why Space Is The Place
2007
Independent Games Summit: Telltale Talks Episodic Gaming
Casual
Game Cloning - Inside A Successful Experiment
Building
A Successful Game Business: The People
2007-07-02
Game
Developers And Overtime: The Inner Bits
Interstitial
games
2007-07-01
Mesa
7.0 with OpenGL 2.1 support has been released!
2007-06-30
Product:
Reachin Releases HaptX Haptics Engine
2007-06-29
Who
Says Video Games Have to be Fun? The Rise of Serious Games
Working
Towards A Dream
Game
Developer Research Debuts 2007 Census
2007-06-28
The
History Of Zork
Nu kan
vem som
helst utveckla och sälja spel till Wii
Pixar
släpper ny RenderMan
A Brief
History
of Linux Gaming
2007-06-27
Game
Law: Competent Counsel
The
Inefficiency of Games as a Narrative Medium
NVidia
releases CUDA toolkit and SDK 1.0
H&G:
Clive Barker Talks Games As Art, Jericho
H&G:
Heroes' Alexander Talks ARG Influence
2007-06-26
Vista
Games Cracked to Run on XP
An
Overview to Game Development
Xbox
Live's Early Rising: Chris Early On The Growth Of Xbox Live Arcade
On
the Philosophy of Addictive Game Design
2007-06-25
3D
Sound in Games
Online
PR For Games: There Is No Going Back Now
2007-06-24
Lightsprint SDK
Grand Finale in
Swedish Game Awards 2007, report
2007-06-22
Angel
in Disguise: An Interview With Rockstar San Diego's Alan Wasserman
Shadowrun
creator: "The reviews on my game suck ass"
Blogged
Out: 'Middle Earth Offline'
2007-06-21
Student
Postmortem: Carnegie Mellon's Northrop Grumman Recruitment Game
Central
Clancy Writer: An Interview With Richard Dansky
Swedish
Games Industry Formed As Unified Trade Body
Media
Consumption: EA Mythic's Josh Drescher (Warhammer Online)
Blogged
Out: 'Outsourcing The Water'
Desert
Island Games: Ubisoft Montreal's Nicholas Eypert
Eidos
Announces Hitman Trilogy
The
OpenGL Pipeline Newsletter Volume 004 Spring 2007
Old
Vocabulary
Habits Die Hard
2007-06-20
How
Open Big virtual worlds grow
How
I Got My Start In The Games Industry
Where's
the Wiimote? Using Kalman Filtering To Extract Accelerometer Data
Opinion:
The Next Convergence of Games and Video: DVD?
First
Speakers Announced for GCDC 2007
2007-06-19
Top
10 banned videogames
Are
NPCs better role players?
Publishers
And Developers, Living Together - NetDevil's Scott Brown On The New
Paradigm
Who
Are The Sex Pistols Of Gaming?
2007-06-18
Bullet
2.53 Physics SDK released for C++, XNA, Multithreaded
2007
Independent Games Summit Gets Physical
Ambrose3D
Hard
Drivin’, Hard Bargainin’: Investigating
Midway’s ‘Ghost Racer’ Patent
Between
Stories and Games
2007-06-17
Feminism
and
Video Games
2007-06-16
World's
Greatest Shmupper Officially Crowned
2008
Independent Games Festival Gets Started
2007-06-15
Second
Take: The Future of Mac Gaming
The
incredible physics simulations of fire and water.
Chrome
Game Development
2007-06-14
Intervju
- Richard Garriott om Tabula Rasa
Serious
Gaming For The Greater Good: The 2007 Games For Change Conference
How
Killing People With My Dad Improved Our Relationship
Student
Postmortem: University of Abertay Dundee's Blok Wars
Cybergames
Arena Opens Student Game Development Competition
2007-06-13
Persuasive
Games: Designing For Tragedy
Q&A:
3D Realms' Van Lierop Talks New Projects, Duke
Id
Tech 5
2007-06-12
The
7 Worst Game Design Mistakes
Book
Extract: Legend Of The Syndicate
G4C:
Netomat's Gershenfeld On Activist Gaming's Huge Potential
DICE:
"Vi
behöver göra något nytt"
Games
for Change 2007 (day 2)
2007-06-11
The
end, my friend: the difficulty in creating an awesome ending to a
videogame
id
Demos New 'Tech 5' Engine At Mac Keynote
Ask
the Experts: Edutainment Agenda
Modular
Behaviors in Game AI
Simple
Physics Engine (SPE) 1.50 Released!
Herb
Sutter's OGDC slides are online
This
is XNA contest time!
Games
for Change 2007 (day 1)
Swedish Game
Awards
brings you OMGBBQ!
Blender
Foundation to Create Open Movie, Open Game
Q&A:
Wizards Of The Coast On New Strategy Community/Marketplace Gleemax
Bridging
The Film-Game Divide: Ubisoft's Yannis Mallat on the Future of Digital
Entertainment
2007-06-10
Desert
Island Games: Ubisoft Montreal's Nicholas Eypert
2007-06-09
Loading...:
a new game studies journal
Query
on Linux Games
Gamasutra
Podcast: 'Somatone's Kane Minkus On Casual Game Audio'
2007-06-08
The
Restless Vision Of Martin Hollis, The Man With The GoldenEye
Q&A:
Renegade Kid Talks DS Tech, Independence
Dataspelsbranschen
bildar gemensam organisation
Doctoral
Thesis: The Rendered Arena
2007-06-07
Soviet
Video Games from the 70s
Designing
for Motivation
Artificial
Life Partners With Telecom New Zealand
Q&A:
Mike Nelson, CEO, Timelapse Mobile
Q&A:
Affinity's Maffei Talks IGE Sale, MMO Media Future
What
Happens After A Game Ends? Nothing
Latest
issue of OpenGL Pipeline now available in PDF format
Rewards
Systems: Why We Play
Designer's
Notebook: Is It Time to Dump EA?
2007-06-06
Crime
of a Mâché Nation: The Condescension of Viva
Piñata
Producers
of the Round Table - Breaking in the Industry
Diablo
3 at BlizzCon 2007?
Do
You Want Games For Lunch?
2007-06-05
Generating
environments and characters for the “Stranglehold”
Tabloid
Games
Gaming
In The Age Of Vista: An Interview With Microsoft's Rich Wickham
Q&A:
American McGee On Grimm, Episodic Gaming
2007-06-04
The
State Of Video Games In Libraries
Testa
finalisterna från Swedish Game Awards
Game
Design's Evolution, From Warshaw To Now
2007-06-03
Vilken
final, vilken kväll...
2007-06-02
Film
-
hur mår den svenska spelbranschen?
Parallels
3.0 Announced, 3D Graphics Included
Down
the Hyper-Spatial Tube: Spacewar and the Birth of Digital Game Culture
Pachter:
'All Things Are Not Perfect In Activision's World'
2007-06-01
Book
Excerpt: Designing Character-Based Console Game
300 Game
Mechanics in 300 Days
POTM for
May:
libSDL
2007-05-31
id
Software Working on New Title
Exclusive
Interview with Epics Tim Sweeny on Unreal-Engine-3 and UT 3
Opinion:
Why Indies Can't Thrive On Consoles
Monitoring
Your PC's Memory Usage For Game Development
The
Euro Vision: Can Ubi Live With The Big Boys?
Escapism:
What Does Your Game Offer?
Why
writing in games matters: Part III—creating character with
Susan O'Connor
Six
ways to write more comprehensible code
Google
Gears: Enabling Offline Web Applications
2007-05-30
Beyond
The Bits: Artificial Intelligence Part #2
Beyond
The Bits: Artificial Intelligence Part #1
AiGameDev.com
Version 2.0 Launched
On
Game AI In The Uncanny Valley
DFC:
Online Market To Triple By 2012, Digital Sales To Spike
Product:
Bigfoot, Emergent Partner On Anti-Lag Tech
Following
Ultima through the Years
Feature:
The 49 Best Sequel-Less Games
Skype's
new casual games portal
And the
nominees
are... | Swedish Game Awards 2007
GameFlood
Announces Open Mod, Map Contest
2007-05-29
On
Game Design: The Designer
RPG
Devs Should Beware MMOGs
Game
Complexity
and Player Expectations
The
Ubisoft Vision: Why Yves Guillemot Believes
Q&A:
Kuma's Halper On Episodic Gaming, Controversy
HGE
1.7 Released
Rapport
från Nordic Game 2007
Chalk
- The Next Indie Game Love Object?
How
to Get Rich Programming
Postmortem:
Capybara Games' Pillowfight
The Nordic
region's
largest Career Expo for students interested in games
The
State Of The Introversion, Probed Fully
Ask
the Experts: The Myth of the Disappearing Job Ad
2007-05-28
Choice:
walkthrough, review, discussion, hints and tips at Jay is Games
CuteGod:
A prototyping challenge
Open
Source vs Affordable Indie 3D Game Engines?
The
Existential Malaise Of The Japanese Arcade
Noesis
Interactive's “Mod Your World” series
Persuasive
Games In The NYT... As Editorial? Whoa
2007-05-27
OpenGL
a growing concern
Fallout
from Peter Moore interview: Microsoft, Sony and Folding@home
Visa
upp
ditt spel på FZ!
Q&A:
Konami's Franklin On Nintendo, XBLA
2007-05-26
Patent
Strategy in the Game Industry
Saling
The World: Mario Strikers Charges UK, Forza 2 Impresses in Japan
Master's
Thesis: Narration in the Video Game
Q&A:
Jim Blackhurst, Producer, Tomb Raider Legend
2007-05-25
Alternative
Way of Pricing a Product
gDEBugger
V3.1 Adds Support for Windows Vista
Critical
Reception: Atlus'/Vanillaware's Odin Sphere
Propagation
of Visual Entity Properties Under Bandwidth Constraints
Q&A:
OneBigGame's de Ronde - Creating The LiveAid Of Games?
Molyneux
Talks Fable 2's Emotional Investment With Love, Dogs
Juniper
Networks and Microsoft Announce Unified Access Control and Network
Access Protection to Interoperate
Following
Nintendo through the Ages (and Colors)
GoD
Feature: Making A 3D Tomb Raider For Cellphones
Q&A:
Insomniac's Schneider On Marketing Resistance
Blogging
About
Games
Pricing
For Creative Projects
2007-05-24
NVIDIA
Demo: Human Head—Downloads
Data
Structures and Algorithms for Game Developers Released
Digital
Domain Gets Tarred By The Bay Connection?
2007-05-23
Going
Mobile: Winning Qualities
New
DX10 Benchmarks Do More Bad than Good
OpenGL
Performance: Perl vs Python, POGL vs SDL
The 3D
air-mouse
you wear as a ring
Learn
Skills, Not
Applications
The
Euro Vision: Criterion Goes Back To College
Bing
There, Done That: EA's CCO Talks... Everything
Q&A:
Ubisoft's Yang Boards The Learning Train
How
to Create Your First Game - Recommended Resources
Should
Games Be More Boring?
It's
Game On For PC Gamers
Dead
Rising: A Trope Down Memory Lane
2007-05-22
What
Best Selling Casual Games Have in Common
Tokamak
Physics
Engine is now Open Source!
LittleBigInterview
Unigine v0.4
Devbump in
Game
Developer magazine
Product:
Icarus Launches Tech Suite For 3D Worlds
GCG:
'Dead Rising: A Trope Down Memory Lane'
The
Everyman and the Action Hero: Building a Better Player Character
Q&A:
EA Vets Taking Aim At Next-Gen At Sniper Studios
Svenskarna
i spelfabriken
Spelvärldens
Hollywood
2007-05-21
Är
speltidningen död? |