How to Make Insane, Procedural Platformer Levels
by Jordan Fisher
[05.10.12]
In this article, Cloudberry Kingdom developer Jordan Fisher explains precisely how he created the algorithmic level design system for the procedurally generated platformer -- and how you can design your own AI.
Design , Programming
The Future According to Epic's Tim Sweeney
by Kris Graft
[05.07.12]
Epic Games founder and Unreal Engine developer Sweeney discusses what he'd like to see in future game consoles, what direction the company is taking Unreal Engine 4, and dreams about the next frontiers in artificial intelligence.
Business/Marketing , Programming , Interview
Sponsored Feature: Next Generation Occlusion Culling
by Umbra Software
[03.06.12]
In this sponsored feature, Umbra Software discusses the pros and cons of various methods currently being used for occlusion culling and explains its own automated occlusion culling system that can take any type of polygon soup as input.
Programming , Sponsored Feature
Unity's Future In High-Definition
by Christian Nutt
[02.29.12]
Unity has become a cornerstone of the indie and smartphone game space, but does the tool set have what it takes to stand up to "triple-A" developers' needs? Gamasutra speaks to Unity Stockholm's Erland Körner and Renaldas Zioma.
Business/Marketing , Programming , Interview , Indie
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.
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 , 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.
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.
Programming
Sponsored Feature: Programming Sins - Common Errors From Down In The Trenches
by Noel Llopis , michael carr , Anonymous
[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.
Programming , Sponsored Feature
Sponsored Feature: Behind the Mirror - Adding Reflection to C++
by Geoff Evans
[05.17.11]
In this Intel-supported Gamasutra article, Geoff Evans explores implementing a reflection system in C++ and how the payoff ultimately outweighs the effort.
Programming , Sponsored Feature