With the success of its Infinity Blade franchise, Chair Entertainment is one of the leaders in mobile game development today. We talk to them about the multiscreen future of gaming.
Creating great digital music requires the latest technology and the best platforms. Here, we go through the process of recreating the music of a legendary instrument and the virtuosos who played it.
The challenges of using the latest stereoscopic 3D technology to film a 30-mile dive off the California coast.
Next-generation technology is propelling not only blockbuster films, but also home entertainment -- including TV and video games -- into a new dimension
BOXX and CyberLink have teamed up to offer high-performance, turnkey video editing systems for pros and enthusiasts alike.
Unleashing the power of your work can be as simple as utilizing Graphics Performance Analyzers. Here’s how they’ve been used with the latest high-performance software from ArcSoft and Corel.
The band Hollywood Undead talks about Cakewalk SONAR -- how they use it and how it has helped them realize their musical goals.
Take a look inside the Ultrabook as we investigate the new device’s power and versatility.
Futurist Brian David Johnson talks about what he expects from human-computer technology over the next two decades.
This year's CES saw a plethora of gaming innovations, including more 3D devices and increasingly powerful -- and portable -- PCs.
Mobile devices and computing have come a long way. But where will they go next?
Four years and plenty of hurdles have gone into BioWare’s first MMORPG, Star Wars: The Old Republic. Here’s how it handled a beloved intellectual property in a new way.
Thanks to new workflow tools from CyberLink and Roxio, consumers have fast, easy and powerful options for handling their HD and stereoscopic 3D content.
Whether you’re an aspiring game developer or a career digital artist, a look inside the distinguished Entertainment Technology Center at Carnegie Mellon University will show you what technology is out there and what’s on the horizon.
Building a solar-powered car to race across the Australian desert means worrying about more than gas and transmission! We take a look under the hood of the cars at the World Solar Challenge and examine the challenges of creating computer technology to take them the distance.
The last gaming revolution was HD -- if 3D is the next one, what do technology developers need to be ready? Here’s what influences the quality of 3D experiences in games, plus how a 3D image is created.
Shams Jorjani of Paradox Interactive talks about the rapidly growing company, the process of marketing to niche audiences and developing for PCs, and the enduring appeal of the strategy game.
For potential digital arts students, top game-development programs coupled with state-of-the-art technology is a needed combination. Here, we take a look at the curriculum, technology and alumni of the NYU Game Center.
We travel to a science fiction frontier and talk to Anthony Burch of Gearbox about Borderlands 2 and the challenges of making a good sequel in the face of massive fan anticipation.
India has a robust -- and still developing -- visual effects industry. Visits to Crest Studios (a local production house) and Rhythm & Hues (an international producer with developers in India) show that the future looks bright indeed.
Performance is everything in game development, and graphics performance analyzers (GPA) are key tools in ensuring that code is executing at its best. Here, we look at how GPA is helping with not only proprietary code, but also middleware -- in this case with user interface solutions from Autodesk Scaleform.
David Luehmann, executive producer of Trion’s forthcoming massively multiplayer online real-time strategy game, End of Nations, talks about the game’s development.
Influential creators of digital art -- from photography to video to music -- are bound to be using the best tools to create their work. Here, composer Justin Lassen talks about the software tools that have made his digital music creation better than ever.
Legendary developer John Carmack talks about id Software’s new post-apocalyptic first-person shooter, Rage, developing at 60 frames per second, and what it’s like to be working on what might be the best-looking shooter ever produced.
The Unity Engine 3.0 is making waves as a flexible and versatile 3D engine for all platforms. It promises to continue to bring innovation and vitality to the development middleware market.
Get your gaming degree on! Game design programs require a lot of things,
including specific interests, skills and tools. Here, DIG looks at what
students need and where they should go to get properly schooled in game
development.
In game worlds, where a moment’s hesitation can mean a grisly death, speed is key -- but it’s not just your reflexes or even your graphics card that needs to be quick. Solid-state drives are set to deliver the next competitive edge.
Blockbuster animated and visual-effects-driven films take audiences to fantastic places by using technology to render scenes, special effects and characters with breathtaking realism. Here’s how you can get the most out of these modern technologies.
Electronic communities spur technological and artistic digital developments. Fortunately, today’s online landscape is deeper and more readily available to game developers and other digital artists than ever before.
In this DIG exclusive video interview, Crytek’s Nathan Camarillo discusses the technical firepower of CryEngine 3, which is under the hood of the newest installment in the Crysis franchise. Camarillo, the executive producer of Crysis 2, runs down the most engaging, high-tech features of this anticipated shooter.
Peter Molyneux -- a member of the Academy of Interactive Arts & Sciences Hall of Fame who’s been knighted by the French government -- accepted a Lifetime Achievement Award at the Game Developers Choice Awards ceremony at GDC 2011 this week. Here, he talks about Fable III and his love of PC gaming.
Ghost Recon: Future Soldier -- Ubisoft’s original Tom Clancy franchise -- brings the battlefield circa 2030 to life in 2011. Developers worked with the very real Future Soldier Initiative, a research and development program run by the U.S. Army Natick Soldier Research Development and Engineering Center, to create a game that reflects the latest innovations of real-life soldiers.
Capcom’s Jun Takeuchi, the producer of such games as Resident Evil 5 and Lost Planet, was recently promoted to corporate officer of Capcom, and deputy head of consumer games R&D division. He was introduced to gaming with the debut of Mario Bros. on Super Nintendo, and after a brief detour when he considered a career designing baby toys, he ended up at Capcom, where his first project was Street Fighter II.
The advent of digital video technologies has brought the Hollywood professional’s editing tools down to the consumer level. Now, even a teen can try his hand at becoming the next George Lucas or James Cameron -- and there’s a ready audience waiting on YouTube.
These tips and tools will help you optimize the CPU and GPU of any game for netbooks, ultimately increasing your chances for success.
Until now, racing games in the MMO era have tended to appeal only to true car enthusiasts. But with Need for Speed World, the car culture comes to a more casual audience.
Developer TT Games has turned the LEGO Star Wars toys into a video game phenomenon -- each of the previous games has ended up on the top-20 list for that year’s global sales. The appeal is not just for kids: The newest game pushes the visuals, thanks to a brand-new game engine that makes the characters look more like the movies and less like toys.
Chris Southall grew up mastering car-racing video games in Great Britain before he decided to enter the game development field. Now technical director at SEGA Europe, he talks to DIG about using technology and workflow tools to race to the finish with such titles as the Total War franchise, from Empire to the upcoming Shogun 2.
An interview with B.C. (Charlie) Rasco, president of Smarter Than You software and co-author of Game Programming Gems, 8th edition.
Perhaps I’m stating one of the most painfully obvious things in the world, but I’ll come out and say it anyway: The definition of a PC as we know it is changing and evolving rapidly.
By improving visual-computing architecture, experts are simplifying and enhancing the process of developing realistic simulations for use in everything from 3D gaming to cancer treatment. Academics are teaching the next generation of developers how to use visual computing to improve results.
Arti Gupta speaks with Randell Trulson, founder and CEO of Neuron Games Inc., about transitioning from developing GPS weapons systems to creating video games.
EA BioWare’s strategy of redefining development paradigms, engines and processes paid off in the 2009 release of Dragon Age: Origins, which maximizes the RPG for the multicore world. One reason for the game’s five-year development process was the desire to take maximum advantage of multicore chip architectures.
Rod Humble, executive vice president and head of The Sims division at Electronic Arts, blows off steam between high-profile, big-revenue projects by cooking up home-brewed games he thinks of as art. His indie efforts include the experimental games The Marriage, Stars Over Half Moon Bay and this year’s Last Thoughts of the Aurochs.
A new social-networking platform, Filter Foundry, has set out to become a one-stop digital shop for creative professionals of every stripe.
Firaxis Games, the renowned game-development studio, used software tools to optimize its newest release from the popular Civilization franchise for PC hardware. The result is a monumental advance in gameplay experience that scales well, whether played on a laptop or a scorchingly fast desktop gaming rig.
One of the most important developments of the past decade is the impact of digital distribution on all forms of multimedia content and delivery. The biggest forms of multimedia are music, movies, and of course, games. Admittedly there are others, such as pics, but these three are the biggest standouts for me.
This is a great time for digital musicians. New multi-core, multi-thread processors have caught up with even the most demanding artists, including digital musician Justin Lassen. Lassen, a composer, producer and instrumentalist, is renowned for his Synaesthesia series, which combined CG artists’ work with music.
Digital-content producers are turning creativity into products faster -- and more profitably -- using new workflow tools from Adobe Systems. At Bandito Brothers, filmmakers now finish jobs that used to take a week in mere days.
Eugen Systems' World War II-based strategy game R.U.S.E. pioneers multitouch screen interactivity for real-time-strategy games and pushes multicore processing with up to 25 million on-screen objects.
Golf games for the PC are experiencing a revolution. EA Sports seeks to ensure that its latest games can be played on all PCs, from netbooks to high-end machines.
Krzysztof Mieloszyk, one of the authors of Game Programming Gems 8 and a professor at the Gdansk University of Technology, is an expert on creating realistic-looking explosions, water flow, collisions and fire in game environments. I recently spoke with him about the chapter he wrote about the application of quasi fluid dynamics for arbitrary closed meshes.
Star Trek Online takes an established franchise into online gaming for the first time; Cryptic Studios used graphics performance analytics to raise the bar on MMO games.
Getting the military history details right in Napoleon: Total War -- from period maps to the type of backpacks soldiers carried -- was crucial to Creative Assembly’s game developers. Heavy customization of details, which makes for better gameplay, was made possible by the use of multithreading work techniques.
Digital moviemaking has attracted a generation of savvy, creative storytellers who push the medium to its limits. But the image processing involves staggering amounts of data. CineForm’s compression format lets it be part of a digital workflow solution.
Ubisoft, maker of best-selling games Assassin's Creed and Prince of Persia: The Sands of Time, collaborated with filmmaker James Cameron and his Lightstorm Entertainment to create original video-game prequels for the 3D movie Avatar. Proprietary 3D stereo technology extends the world of Pandora beyond 3D-ready HDTVs and LCD monitors.
Matt Ployhar takes a look at the future of the slate form factor and its potential impact on everything from console gaming to Windows 8.
You've finally finished your latest video game. Now what? Here's how to get it out there.
Da Vinci's painting "The Battle of Anghiari" was lost more than 450 years ago, but the search has regained steam due to the latest technology.
Matt Ployhar sees the cloud as a world in which one gaming purchase allows for content use across all devices.
What will 2012 hold for technology? Matt Ployhar predicts the major tech trends and developments for the coming year.
Matt Ployhar recalls the impact Steve Jobs had on his life and career.
Matt Ployhar investigates just how bad digital piracy is and whether DRM is effective at combating it.
Orion Granatir takes a look at the pitfalls of memory alignment between ARM and x86 for the Android OS and suggests some fixes.
Arti Gupta talks to Jon Mavor, CTO of Uber Entertainment, the creators of Monday Night Combat, about developing the game.
Two music powerhouses, DJ Faust and DJ Shortee -- known together as Faust & Shortee -- take us behind the technology that has fueled their beats and synths in a career that’s spanned 16 thumping years.
Arti Gupta talks to Adam Lake, software architect and rep for the architecture review board of OpenCL, about heterogeneous computing and open coding.
I'm still in awe of the leaps and bounds in the visual computing industry that I saw at SIGGRAPH this year, thanks in large part to the companies and hard-working students and professionals at the conference.
What's next for digital art and development? DIG talks to industry leader and tech writer Brian David Johnson to get his vision for the future.
A long time ago, a mentor encouraged me to wake up earlier each day and spend some quiet time thinking about what's going on in my life. While my job responsibilities and family were growing, my attention span was shrinking. I was becoming someone that life just happened to.
Five years ago, a new wave of consoles brought the inception of high-definition (HD) content to the video game industry. Some companies excelled in this era, others did not.
Recently, I was featured in a prominent publication in an article about PC gaming. What I'm reminded of is how easy it is to be taken out of context -- for right or wrong.
Although we seem to have hit a ~3 GHz limit in processor speed, Moore’s law may still be holding as more and more cores are added to a processor at this speed. As processors have gotten faster, memory latency has gotten longer over time.
What's next for digital art and development? DIG talks to industry thought leaders to get their visions for the future.
Over the past couple of decades, I’ve done a ton of gaming on PCs (including laptops and desktops), consoles, handhelds (e.g., PSP), and smartphones.
At GDC this week, one of the technologies that fascinated me was the faster game development and performance using Solid State Drives.
In the old days of single-processor computers, your game loop would run every process for the game in a single step with the results being 100-percent deterministic. Your game loop looked much like the following …
Kevin Dill is the latest developer in a series of interviews I've done with the authors of Game Programming Gems, 8th edition. He wrote a chapter on patterned approaches to modular artificial intelligence (AI) games. These are some excerpts from our interview.
Quake II was my game addiction 12 years ago, and now I can’t find anything that lives up to it. Where’d the magic go?