| All Recent Features |
| Article | Author | Description |
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 |
Internal and Outsourcer Management of Tools and Pipelines
March 3 1:08 AM
|
Kelly Murdock
|
A presentation on how outsourced resources where used at Volition, presented by Adam Pletcher and Brendan Hanna Holloway |
An Interview with NVIDIA
March 3 1:04 AM
|
Kelly Murdock
|
NVidia's Randy Fernando shows off their latest developer tools. |
An Interview with 3DVIA
March 2 11:57 PM
|
Kelly Murdock
|
3DVIA releases MP, a middleware component for defining behaviors for controlling gameplay. |
A Look at Blade 3D
March 2 5:46 PM
|
Ian Overgard
|
Blade 3D is an "integrated 3D game development system" that shows great promise. |
Interview with Havok at the Game Developer's Conference 2008
March 2 5:11 AM
|
Graham Rhodes
|
Discussion of Havok's upgraded and new products, announced at GDC |
Interview with Morten Iversen, ZeitGuyz
March 1 8:02 PM
|
Sande Chen
|
Morten Iversen of ZeitGuyz describes his new IP, the steampunk-inspired Recoil: Retrograd |
Structure Vs. Style
March 1 7:39 PM
|
Graham Rhodes
|
Lecture given by Chris Hecker at the Game Developer's Conference 2008 |
Avatar Reality's Blue Mars
March 1 6:52 PM
|
Kelly Murdock
|
First look at a new MMO that was built using the CryEngine 2. |
An Interview with Allegorithmic
March 1 6:32 PM
|
Kelly Murdock
|
Allegorithmic's Alexis Knouri offers a preview of Substance. |
Environment Design in Halo 3
March 1 6:04 PM
|
Kelly Murdock
|
A session presented by Mike Zak of Bungie Studios |
Pollinating the Universe: User-generated Content in Spore
March 1 6:02 PM
|
Graham Rhodes
|
Lecture by Caryl Shaw of Maxis during the Game Developer's Conference 2008 |
Video Walkthrough
March 1 1:49 PM
|
Sande Chen
|
walkthrough of the places at GDC |
Interview with Per Rosendal, CEO of Guppyworks
March 1 1:41 PM
|
Sande Chen
|
Video Interview with Guppyworks |
Improving Quality Assurance
March 1 10:59 AM
|
Mike Lewis
|
Pretty much what it says on the tin |
Artificial Intelligence in Computer Games
March 1 10:20 AM
|
Mike Lewis
|
A roundtable of AI developers from across the industry |
Emotive Press Event
February 29 9:46 PM
|
Drew Sikora
|
Check out the top of the line neural interface coming out at the end of this year for PC applications |
IGDA VIP Luncheon
February 29 9:29 PM
|
Drew Sikora
|
The annual event for volunteers of the International Game Developers Association |
Serious Games Summit
February 29 4:30 PM
|
Kevin Hawkins
|
An overview of sessions given at the Serious Games Summit at GDC 2008. |
XNA Developers Day - Advanced Debugging in Managed Code – Matthew Picioccio
February 29 4:09 PM
|
Sean Kent
|
A session that covered various debugginc capabilities of Visual Studio 2005, including attributes and visualizers that can simplify the debugging process immensly. |
XNA Developers Day - XNA Game Studio 2.0 for Xbox LIVE Arcade – Mitch Walker
February 29 4:07 PM
|
Sean Kent
|
This session provided an overview of the new extensions introduced for the XNA GS 2.0 for Xbox LIVE Arcade, a platform available to develop certified games for Xbox LIVE Arcade. |
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