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April 6, 2020
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Features » Programming
Sponsored Feature: Multi-Core Simulation of Soft-Body Characters Using Cloth  
by Brad Werth [12.10.08]
In this Intel-sponsored feature, Intel senior software engineer Brad Werth explains how multicore CPUs can be leveraged for an efficient method of representing soft-body characters by way of cloth simulation.
Programming, Visual Computing

An Environmental Pipeline in MaxScript 7
by Lance Thornblad [12.09.08]
In this technical article, Sony Online's Thornblad explains and makes available his 3DS Max function library and tools, a light mapper and polygon unwrapper, originally created for MMO PlanetSide.
Programming, Art

Performance Scaling With Cores: Introducing The SMOKE Framework 8
by Array [11.26.08]
In this Intel-sponsored feature, Intel application engineer Orion Granatir and PC Perspective editor-in-chief Ryan Shrout introduce the concept and practical benefits behind Intel's multi-threaded Smoke framework.
Programming, Visual Computing

Sponsored Feature: What's New in XNA Game Studio 3.0 2
by Frank Savage [11.19.08]
In this sponsored feature, part of Microsoft's XNA microsite, the company's Frank Savage documents the new features in XNA Game Studio 3.0, its crossplatform indie, hobbyist and academic tool for making Xbox 360, Windows, and Zune games
Programming, XNA

Beyond Scrum: Lean and Kanban for Game Developers 14
by Clinton Keith [11.11.08]
If you've discovered the value of Scrum agile development while making your game, expert Clinton Keith outlines Lean and Kanban, two ways you can be agile during all phases of the game development process.
Audio, Design, Programming, Production, Art

Sponsored Feature: An Interview with Intel's Orion Granatir 1
by Intel Visual Adrenaline Team [11.07.08]
In this Intel-sponsored feature article, Intel Software and Services Group application engineer and game development veteran Orion Granatir speaks about the importance of multi-threading and visual computing trends.
Business/Marketing, Programming, Interview, Visual Computing

Sponsored Feature: Play With The Whole World: Tandem Games & The Intel Software Partner Program  
by Intel Visual Adrenaline Team [11.04.08]
In this Intel-sponsored feature article, the Austin-based independent developer Tandem Games explains the optimization and development support that they received from being part of the Intel Software Partner Program.
Design, Programming

Postmortem: Fizz Factor's The Incredible Hulk 1
by Rodney Gibbs, Paul Benjamin [10.29.08]
In this postmortem, the creators of The Incredible Hulk game for Nintendo DS discuss the 'fully destructible environment' title for handhelds, from GameMaker prototyping to 'Rage' button removal.
Design, Postmortem, Programming, Production

Optimizing Asset Processing 2
by Mick West [10.29.08]
In this in-depth technical article, Neversoft co-founder Mick West discusses performance concerns when optimizing asset processing for games, including the basic nature of the common problems and in-depth solutions for keeping the pipeline efficient.
Programming, Visual Computing

Engines of Creation: An Overview of Game Engines 16
by jon jordan [10.28.08]
So you need a game engine? Gamasutra surveys the state of the market in this comprehensive overview of solutions, priced from hundreds to hundreds of thousands of dollars.
Business/Marketing, Programming, Production