| All Recent Features |
| Article | Author | Description |
A Look At Zeemote's new JS1 Joystick for Mobiles
February 29 2:27 PM
|
Ian Overgard
|
A look at the new JS1 |
The IGF and Game Developers Choice Awards
February 29 5:23 AM
|
Drew Sikora
|
Review and coverage of this year's IGF Awards and GDCAs |
Technical Issues in Tools Development
February 29 4:43 AM
|
Graham Rhodes
|
Roundtable at the Game Developer's Conference 2008 |
Optimizing DirectX on Multicore Architectures
February 29 3:43 AM
|
Graham Rhodes
|
Summary of this GDC 2008 sponsored lecture |
IGF Pavilion
February 29 2:09 AM
|
Drew Sikora
|
Come see the people behind the IGF games and learn more about their games through our interviews |
An interview with Luxology
February 29 1:08 AM
|
Kelly Murdock
|
The latest developments for modo continue Luxology's ambitious plans |
Microsoft Keynote Session
February 29 1:04 AM
|
Kelly Murdock
|
A Future Wide Open: Unleashing the Creative Community, a keynote address featuring John Schappert, Corporate Vice President over XBOX Live at Microsoft |
Autodesk's GDC 2008 Announcements
February 28 2:46 PM
|
Kelly Murdock
|
An interview with Autodesk's Senior Entertainment Marketing Manager, Rob Hoffman |
Spreading Your Message as an Indie Developer
February 28 11:11 AM
|
Drew Sikora
|
The folk from Introversion explain their ideas behind branding and how they've used it to enter into the mainstream consciousness of players worldwide |
Interview with ARM at the Game Developer's Conference 2008
February 28 2:52 AM
|
Graham Rhodes
|
Discussion about ARM's Mali200 3D mobile graphics hardware, their new Mali-JSR297 3D engine and content tools |
Postmortem: Torpex's SCHIZOID
February 28 1:05 AM
|
Drew Sikora
|
As the first Xbox Live Arcade game to use Microsoft's XNA Game Studio framework, SCHIZOID is interesting from a multitude of perspectives. In addition to the postmortem standards of what went right and what went wrong during the development of this console downloadable game, and practical tips and specifics on the creation of the game, Torpex's Dugan drills deeply into the pros and cons of XNA, and into making a console game as a bootstrapped startup without publisher funding. |
Ninja Ways: An N+ Postmortem
February 27 9:49 PM
|
Drew Sikora
|
Sequel to N, the creators of the original title explain how they moved their property onto consoles, with details on financials, technical issues and solutions, and a plethora of other specifics for indies aspiring to console/handheld. |
A Look at Experimental Gameplay
February 27 9:25 PM
|
Ian Overgard
|
Examining various games that use innovative mechanics. |
XNA Developers Day - Extending the XNA Framework Content Pipeline – Frank Savage
February 27 5:23 PM
|
Sean Kent
|
This session was an overview of the XNA 2.0 content pipeline, its new features, and improvements over the old content pipeline. |
XNA Developers Day - Networking with the XNA Framework - Shawn Hargreaves
February 27 3:39 PM
|
Sean Kent
|
This session was an overview of the networking features present in the XNA 2.0 framework. |
A Tale of Two Kyles
February 27 0:30 PM
|
Drew Sikora
|
Ever wanted to quit your corporate gig and make your own game? What about pitch your game to the head of the company and have it made? Two alumni from the Experimental Gameplay Project compare their experiences in the indie and corporate scene. |
Normal Mapping Industry Survey
February 27 0:27 PM
|
Kelly Murdock
|
A full-day session focused on workflows and tips for using normal maps presented by a panel of industry experts |
Adobe Announces Director 11
February 27 9:39 AM
|
Kelly Murdock
|
New features make Director an easy to learn game creation tool. |
Physics for Game Programmers
February 27 2:45 AM
|
Graham Rhodes
|
Summary of the GDC 2008 day 2 tutorial |
Advanced Visual Effects with Direct3D
February 27 0:55 AM
|
Graham Rhodes
|
Summary of the GDC 2008 day 1 tutorial |
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