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February 22, 2012
 
Signus Labs
 
GarageGames, LLC.
 
Ozone Music and Sound
 
Manchester Music
 
SomaTone Interactive Inc.
 
Yale Music
 
Clean Cuts Music & Sound Design
 
Media Elements
 
Mission Critical Studios
 
Supergenius
 
Event Calendar
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arrow GDC 2012
San Francisco, United States
03.05.2012
 
arrow Penn College Open House
, United States
03.24.2012
 
arrow GameTech 2012 Users’ Conference
Orlando, United States
03.26.2012
 
arrow E3 Expo
Los Angeles, United States
06.05.2012
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Programming Features

  Building Games that Run on Poor Mobile Connections by Bernt Habermeier [01.26.12]
The former SVP of engineering of Moblyng, developers of Social Poker Live, explains the ins and outs of getting network traffic up and running over spotty cell connections using HTML5. 2
Programming, Social/Online, Smartphone/Tablet
 
 
All That Glitters: An Interview With Bungie's Senior Graphics Engineer by Brandon Sheffield [12.27.11]
In this feature interview reprinted from the December issue of Game Developer magazine, editor-in-chief Brandon Sheffield speaks to Bungie senior graphics engineer Hao Chen about how Halo creator Bungie plans to solve problems for its new IP and the next generation.  
Programming, Visual Art, Interview
 
Automated Testing: Building A Flexible Game Solver by Cyril Marlin [10.27.11]
Experienced tool developer Cyril Marlin outlines a method used to build an automated testing system for Wizarbox's SoBlonde, a Wii adventure game -- which reduced bugs, increased polish, and is flexible enough to be adapted to other genres. 3
Programming
 
A Developer's Guide To Stereoscopic 3D In Games by Guillaume Gouraud [08.17.11]
Wondering what the landscape for stereoscopic 3D games looks like? This in-depth article examines platforms, display technologies and middleware, to offer a look at the landscape for developers planning to implement 3D into their games. 5
Programming
 
Sponsored Feature: Programming Sins - Common Errors From Down In The Trenches by Michael Carr, Anonymous, Noel Llopis [07.13.11]
In this article republished in associated with Intel, and originally debuting in Game Developer magazine, a cadre of top developers discuss programming sins that they may, indeed, have committed - and how to avoid them. 27
Programming, Sponsored Feature - Intel

Programming News

  Ticket to Ride Pocket devs on the perils of switching tools during development Exclusive
by Staff [02.22.12]
In Gamasutra's latest postmortem, Days of Wonder's CTO and lead developer explain how switching to new versions of tools can wreak havoc with schedules.  
Smartphone/Tablet, Exclusive, Programming, Production
 
 
Code Hero teaches programming through gaming Exclusive
by Mike Rose [02.22.12]
A new teaching tool for programming called Code Hero has taken it right down to the wire, fulfilling its Kickstarter pledge total of $100,000 just days before it was set to expire. 3
Console/PC, Exclusive, Programming, Business
 
In-depth: Sensible error handling - Expected errors
by Niklas Frykholm [02.22.12]
In this reprinted #altdevblogaday in-depth piece, BitSquid co-founder Niklas Frykholm continues his series on designing systems for sensible error handling, this time looking at how to manage expected errors.  
Console/PC, Programming

Programming Blogs

  Of Large Levels and Small Devices
by Ian Wagner [02.21.12]
One of the fun things we get to deal with while developing the Fixbot game engine is management of the iPhone's short-term memory.  
Programming, Indie, Smartphone/Tablet
 
 
Traffic Wonder (a $95K project) was made purely using actionscript
by Alex Nino [02.21.12]
This is a funny thing, nowadays, even in this first quarter of 2012 when I speak with developers sometimes they get surprised when I say that I am working in an iOS project using Adobe Flash, people say, ehh? Hmmm? How come? it is not supported on iOS...  
Programming, Smartphone/Tablet
 
Teaching Your Games To Think: An Introduction To Artificial Intelligence
by Pat Flannery [02.21.12]
Playing and interacting with your game should be a no-brainer, but you definitely don’t want your game to be a no-brainer. Teaming up with someone versed in AI design, or learning the practice yourself, will help make your games immersive and interactive. 5
Game Design, Programming, Production
 
Resources for learning intermediate to advanced 2D graphics resources?
by Robert Boyd [02.20.12]
Requesting suggestions on how to learn advanced 2D graphics programming. 5
Programming, Indie
 
Developing a game on Adobe Air for iOS.
by Svyatoslav Cherkasov [02.20.12]
In this article I want to share my experience in developing a dynamic game for iPhone using Flash and Adobe Air platform. Tricks, hints, examples, etc. 1
Programming, Smartphone/Tablet

Programming Jobs

  LucasArts — San Francisco, CA, USA
[02.22.12]
Sr. Multiplayer/Network Engineer
We're seeking an experienced multiplayer engineer with the ability to deliver high performance online gameplay. In your role, you will be working closely with some of the industry's most talented designers and engineers in a creative collaborative environment, producing exciting and anticipated online gaming experiences.
Programmer / Engineer
 
 
LucasArts — San Francisco, CA, USA
[02.22.12]
Graphics Engineer (Action/ Adventure Title)
We're seeking an experienced graphics engineer with a passion for real-time rendering and a desire to develop industry leading visuals and graphics. In your role, you will be working on establishing the benchmark for in-game graphics on future console and PC hardware with a team of talented artists and engineers.
Programmer / Engineer
 
LucasArts — San Francisco, CA, USA
[02.22.12]
Senior Database Engineer
LucasArts is building a large scale online services and infrastructure to support a new way of connected online gaming that is going to revolutionize the industry. This position is responsible for the overall implementation of large OLTP systems that supports millions of users. This position is also responsible for creating a data warehouse from OLTP databases.
Programmer / Engineer
 
LucasArts — San Francisco, CA, USA
[02.22.12]
Senior Tools Engineer (Action/ Adventure Title)
The Senior Tools Engineer develops the essential tools and pipelines for game development on current and Future Generation console and PC hardware. The ideal candidate should have the ability to deliver flexible, yet powerful tools that allow content creators to bring their game vision to life.
Programmer / Engineer
 
LucasArts — San Francisco, CA, USA
[02.22.12]
Senior Backend Engineer
LucasArts is building a large scale online services and infrastructure to support a new way of connected online gaming that is going to revolutionize the industry. This position is one of the most senior positions and plays a critical part in the success of the online group at LucasArts.
Programmer / Engineer
 
LucasArts — San Francisco, CA, USA
[02.22.12]
Senior AI Engineer
The Senior AI Programmer is responsible for designing automated systems to control the behaviors, short and long term goals, and reasoning of AI.
Programmer / Engineer
 
Blizzard Entertainment — Irvine, CA, USA
[02.22.12]
Senior Software Engineer, .NET
Blizzard Entertainment's corporate applications team is currently looking for an experienced software engineer to join our corporate applications engineering team. This person will design and develop internal applications that aid the company and our players. The ideal candidate is a .NET expert, has successfully delivered robust solutions that can handle high-load situations, and isn't scared of ambiguity or tight deadlines. This person must have a passion for new technology, and keep up to dat
Programmer / Engineer
 
Blizzard Entertainment — Irvine, CA, USA
[02.22.12]
Senior Software Engineer, Tools
Blizzard Entertainment is seeking an experienced tools engineer to work on a next-generation massively multiplayer game. The ideal applicant will be proficient in developing powerful toolsets for art and design content creation pipelines.
Programmer / Engineer
 
Kabam — Austin, TX, USA
[02.22.12]
Development Director @ Kabam
Kabam is growing and we’re growing quickly. Kabam is a key player in transforming the traditional gaming industry. We have a successful track record of creating high quality, massively multi player social games that delight and engage core gamers. Our games combine the deep, immersive game play found in MMO games (strategy, RPG style) with the connectivity and interaction of social networks. Think you have what it takes to make real games? We want to meet you.
Programmer / Engineer
 
THQ Montreal — Montreal, PQ, CAN
[02.22.12]
Senior Engine Programmer – THQ Montreal

Programmer / Engineer

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