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All Recent Features
ArticleAuthorDescription
Advanced Dialogue Techniques for Games
March 9 1:09 PM
Mike Lewis David Freeman presents an action-packed hour of tips for writing better game dialogue
Agile Development
March 9 0:36 PM
Mike Lewis This roundtable took a hard look at the "good, bad, and ugly" of agile development methodologies as applied to games
Microsoft Game Developer Day: DirectX Futures
March 9 1:10 AM
Graham Rhodes Summary of Chas Boyd's lecture in the Microsoft Tutorial at the Game Developer's Conference 2008
Sharing Code
March 9 0:35 AM
Graham Rhodes Summary of day 3 of this roundtable discussion at the Game Developer's Conference 2008
CRYSIS Next-Gen Effects
March 8 11:10 PM
Graham Rhodes Summary of Tiago Sousa's lecture at the Game Developer's Conference 2008
Engaging the User
March 8 3:23 PM
Mike Lewis Blurring the lines between game interfaces and game worlds
Conflict Resolution Without Combat
March 8 2:06 PM
Mike Lewis Roundtable on innovating new ways to design game conflicts
Studies of Threading Successes in Popular PC Games and Engines
March 8 2:05 PM
Mike Lewis A comprehensive tutorial examining techniques used for multithreading and parallel processing in modern PC games
Playing to Lose
March 8 8:26 AM
Mike Lewis Balancing the need for challenging gameplay and conquerable AI
Queensland Games
March 7 6:38 PM
Drew Sikora I sit down for a chat with a developer from Krome Studios and two Queensland government officials to discuss the game development environment in this part of Australia
Splash Damage: From Amateur to Triple-A in Five Years (Notes)
March 5 3:13 AM
Drew Sikora Paul Wedgwood, owner of Splash Damage and Lead Game Designer on the award-winning ENEMY TERRITORY QUAKE WARS and WOLFENSTEIN ENEMY TERRITORY games, presents a counter-intuitive guide for start-ups with big ideas; sneaking through the back-door and become an award-winning AAA developer in under five years.
Building a Successful Production Process
March 4 10:16 PM
Drew Sikora While developing RATCHET & CLANK: SIZE MATTERS, High Impact Games had the rare opportunity to draw upon the experience of many veteran developers and work out a production pipeline from scratch. Working on a first project for a new studio created the perfect acid test for determining what was efficient and what needed improvement. This presentation discusses the creation of RATCHET & CLANK for PSP and SECRET AGENT CLANK, also for the PSP.
Microsoft Developers Day - Performance Tools Update – David Cook
March 4 6:45 PM
Sean Kent This session covered features of PIX from the various releases over this year (since the last GDC).
Notes from the Game Design Rants
March 4 3:35 AM
Ian Overgard Game designers saying mildly naughty things.
The Inter-Species Game Design Challenge
March 4 2:15 AM
Graham Rhodes Summary of the annual Game Design Challenge contest at the GDC 2008
Procedural Data Generation in FAR CRY 2
March 4 0:40 AM
Graham Rhodes Summary of Dominic Guay's lecture @ the Game Developer's Conference 2008
MMO Economy Interview with Eyjolfur Gudmundsson, Lead Economist, CCP
March 3 4:06 PM
Sande Chen Eyjolfur Gudmundsson talks about EVE Online's economy and how to approach designing economies for MMOs
A PORTAL Postmortem: Integrating Writing and Design
March 3 1:59 AM
Kelly Murdock A standing room only session presented by Kim Swift and Erik Wolpaw of Valve
Fable 2 - The Big Three Features Revealed
March 3 1:31 AM
Kelly Murdock Peter Molyneux shows off the design concepts behind Fable 2.
Interview with Umbra at the Game Developer’s Conference 2008
March 3 1:09 AM
Graham Rhodes A short interview with this provider of middleware for real-time occlusion culling
(Viewing 20 items per page +/-) Page: 1 2 3 4 »» (70 items total)
 
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