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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;DUMAQ348eSp7ImA9WhRRFE4.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049</id><updated>2011-11-27T15:44:02.071-08:00</updated><category term="articles" /><category term="videos" /><category term="About" /><category term="games" /><category term="gdc" /><title>Add Game Studios</title><subtitle type="html">Add Game Studios</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://addgamestudios.blogspot.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default?start-index=26&amp;max-results=25&amp;redirect=false&amp;v=2" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>27</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/AddGameStudios" /><feedburner:info uri="addgamestudios" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry gd:etag="W/&quot;DUYMQHg9fCp7ImA9Wx5UEkg.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-4588974093404552447</id><published>2010-10-16T12:26:00.000-07:00</published><updated>2010-10-16T12:26:21.664-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-10-16T12:26:21.664-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="games" /><title>Classic Pong</title><content type="html">Download Pong v 0.1 by M.Avinash&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_rFPFru09gSQ/TLn8VOw02WI/AAAAAAAABBE/VRm6fv4Xo9s/s1600/Pong.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/_rFPFru09gSQ/TLn8VOw02WI/AAAAAAAABBE/VRm6fv4Xo9s/s320/Pong.jpg" width="275" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/NYbwOYEPYgX3R2-cEYvEFkbexWk/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/NYbwOYEPYgX3R2-cEYvEFkbexWk/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/99tIO5op4Qk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/4588974093404552447/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/10/classic-pong.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/4588974093404552447?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/4588974093404552447?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/99tIO5op4Qk/classic-pong.html" title="Classic Pong" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_rFPFru09gSQ/TLn8VOw02WI/AAAAAAAABBE/VRm6fv4Xo9s/s72-c/Pong.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://addgamestudios.blogspot.com/2010/10/classic-pong.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0MFQHg9fCp7ImA9WxFUEEk.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-9171231417821537331</id><published>2010-06-20T08:56:00.002-07:00</published><updated>2010-06-20T08:56:51.664-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-06-20T08:56:51.664-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="articles" /><title>Useful Game Design Resources</title><content type="html">Here are some VERY useful links on game design. I got the list from &lt;a href="http://www.ihfsoft.com/articlesgamedesign.htm" rel="nofollow" target="_blank"&gt;here&lt;/a&gt;. You should visit that web site too - they have  more stuff like articles on production and productivity, and even the  actual design documents from games like Doom.&lt;br /&gt;
In brackets after the article name is the source... please note that  you have to register with GamaSutra (free and instant) before you can  read their articles. It's worth it though.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20010914/littlejohn_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Adapting the Tools of Drama&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamasutra.com/features/20000630/huntsman_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;A Primer for the Design Process&lt;/strong&gt;&lt;/a&gt;  - Part 1 (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamasutra.com/features/20000707a/huntsman_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;A Primer for the Design Process&lt;/strong&gt;&lt;/a&gt;  - Part 2 (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamasutra.com/features/20000714/huntsman_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;A Primer for the Design Process&lt;/strong&gt;&lt;/a&gt;  - Part 3 (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20030611/carpenter_01.shtml" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Applying Risk Analysis to  Play-Balance RPGs&lt;/strong&gt;&lt;/a&gt; (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://ai-depot.com/GameAI/Design.html" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Artificial Intelligence in Game Design&lt;/strong&gt;&lt;/a&gt;  (AI Depot) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20010427/hopson_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Behavioural Game Design&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20020401/hancock_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Better Game Design Through  Cutscenes&lt;/strong&gt;&lt;/a&gt; (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/gdc2002/features/fulton/fulton_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Beyond Psychological Theory:  Getting Data That Improves Games&lt;/strong&gt;&lt;/a&gt; (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/resource_guide/20011119/meretzky_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Building Character: An Analysis  of Character Design&lt;/strong&gt;&lt;/a&gt; (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamasutra.com/features/20000531/watrall_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Chopping Down the Tech Tree:  Perspectives of Technological Linearity in God Games&lt;/strong&gt;&lt;/a&gt; - Part  1 (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamasutra.com/features/20000607/watrall_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Chopping Down the Tech Tree:  Perspectives of Technological Linearity in God Games&lt;/strong&gt;&lt;/a&gt; - Part  2 (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/19970601/collab_in_game_design.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Collaborating in Game Design&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamasutra.com/features/20000309/mihaly_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Constructive Politics in a  Massively Multiplayer Online Role-Playing Game&lt;/strong&gt;&lt;/a&gt; (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/19970912/design_doc.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Creating a Great Design Document&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.kralizec.net/HTML-Articles/Dynamic%20Problem%20Creation%20and%20Adaptation%20Techniques%20I.html" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Dynamic Problem Creation and  Adaptation Techniques I - Basic Introduction&lt;/strong&gt;&lt;/a&gt; (Kralizec.net)  &lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamasutra.com/features/20000323/rouse_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Designing Design Tools&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.paranoidproductions.com/gamingandgraphics/gg2_01.html" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Emotional Content in Computer  Games&lt;/strong&gt;&lt;/a&gt; (Paranoid Productions) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedev.net/reference/design/features/evolution/" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Evolutionary Design&lt;/strong&gt;&lt;/a&gt;  (GameDev.net) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gignews.com/fdlstealth1.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Five Ways to Sneak Originality into Your Game  While Management Isn't Looking&lt;/strong&gt;&lt;/a&gt; (shown on GigNews) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gignews.com/fdlstealth2.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Five More Ways to Sneak Originality into Your  Game While Management Isn't Looking&lt;/strong&gt;&lt;/a&gt; (shown on GigNews) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.joystick101.org/story/2003/6/19/15443/0550" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Fun is Fine: Toward a Philosophy  of Game Design&lt;/strong&gt;&lt;/a&gt; (Joystick101) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20020308/saltzman_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Game Design: Secrets of the  Sages - Creating Characters, Storyboarding, and Design Documents&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20010627/rouse_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Game Design: Theory &amp;amp;  Practice&lt;/strong&gt;&lt;/a&gt; (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedev.net/reference/design/features/humor/" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Humour in Games&lt;/strong&gt;&lt;/a&gt;  (GameDev.net) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.geocities.com/SiliconValley/Bay/2535/nowords.html" rel="nofollow" target="_blank"&gt;&lt;strong&gt;I Have No Words &amp;amp; I Must  Design&lt;/strong&gt;&lt;/a&gt; (Interactive Fantasy #2) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/gdc2002/features/chen/chen_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Level Designing Rogue Leader&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/resource_guide/20010716/index.shtml" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Level Design Resource Guide&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedev.net/reference/design/features/locks/" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Lock Mechanisms in Game Design&lt;/strong&gt;&lt;/a&gt;  (GameDev.net) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20020412/irving_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Lost Along the Way: Design  Pitfalls on the Road from Concept to Completion&lt;/strong&gt;&lt;/a&gt; (GamaSutra)  &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/resource_guide/20010917/index.shtml" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Mobile Games Resource Guide&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedev.net/reference/design/features/hassanpour/" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Motivations in Games&lt;/strong&gt;&lt;/a&gt;  (GameDev.net) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedev.net/reference/design/features/ongameplay/" rel="nofollow" target="_blank"&gt;&lt;strong&gt;On Gameplay&lt;/strong&gt;&lt;/a&gt;  (GameDev.net) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedev.net/reference/programming/features/techdoc/" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Removing the "Tech" from the  "Design Document"&lt;/strong&gt;&lt;/a&gt; (GameDev.net) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20010521/adams_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Replayability - Part 1: Narrative&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20010703/adams_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Replayability - Part 2: Game  Mechanics&lt;/strong&gt;&lt;/a&gt; (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedev.net/reference/design/features/balance/" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Techniques for Achieving Play  Balance&lt;/strong&gt;&lt;/a&gt; (GameDev.net) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamasutra.com/features/19991019/ryan_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;The Anatomy of a Design Document:  Documentation Guidelines for the Functional and Technical  Specifications&lt;/strong&gt;&lt;/a&gt; - Part 1 (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamasutra.com/features/19991217/ryan_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;The Anatomy of a Design Document:  Documentation Guidelines for the Functional and Technical  Specifications&lt;/strong&gt;&lt;/a&gt; - Part 2 (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20020313/kreimeier_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;The Case for Game Design Patterns&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamasutra.com/features/designers_notebook/20000519/index.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;The Designer's Notebook: Death  (and Planescape: Torment)&lt;/strong&gt;&lt;/a&gt; (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20020104/adams_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;The Designer's Notebook: Positive  Feedback&lt;/strong&gt;&lt;/a&gt; (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20021220/ahearn_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;The Game Proposal&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20010926/luban_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;The Right Decision at the Right  Time&lt;/strong&gt;&lt;/a&gt; (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20010615/luban_01.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Turning a Linear Story into a  Game&lt;/strong&gt;&lt;/a&gt; (GamaSutra) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedev.net/reference/design/features/lowlevel/" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Using Low Level Stories&lt;/strong&gt;&lt;/a&gt;  (GameDev.net) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.paranoidproductions.com/ramblings/rambling2.html" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Virtues of a Graphical Interface&lt;/strong&gt;&lt;/a&gt;  (Paranoid Productions) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.paranoidproductions.com/gamingandgraphics/fifth.html" rel="nofollow" target="_blank"&gt;&lt;strong&gt;What's Your Perspective?&lt;/strong&gt;&lt;/a&gt;  - 1st vs 3rd person perspectives (Paranoid Productions) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedev.net/reference/design/features/gotgame1/" rel="nofollow" target="_blank"&gt;&lt;strong&gt;You Got Game&lt;/strong&gt;&lt;/a&gt; -  turning an idea into a design document (GameDev.net) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamasutra.com/features/20000726/zizza_03.htm" rel="nofollow" target="_blank"&gt;&lt;strong&gt;Your Audio Design Document:  Important Items to Consider in Audio Design, Production, and Support&lt;/strong&gt;&lt;/a&gt;  (GamaSutra) &lt;/li&gt;
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Whether you are coding, making models, maps, animations etc a variety of  tools are available to help you out. The following provides an  introduction to such tools and points you in the direction of where they  may be found. If you are new to mods, we suggest you read our &lt;a href="http://www.moddb.com/mods/getting-started" rel="nofollow" target="_blank"&gt;getting started&lt;/a&gt; page. If you are looking for help  making mods we encourage you read on and check out our &lt;a href="http://www.moddb.com/tutorials" rel="nofollow" target="_blank"&gt;tutorial  listing&lt;/a&gt;. If you have a mod you have made or know of one we are  missing - please &lt;a href="http://www.moddb.com/contact" rel="nofollow" target="_blank"&gt;contact us&lt;/a&gt; or add it to our &lt;a href="http://controlpanel.moddb.comprofile/register/" rel="nofollow" target="_blank"&gt;mod listing.&lt;/a&gt;&lt;br /&gt;
&lt;u&gt;&lt;strong&gt;What You Need&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;
In order to start off with your mod project, there is always one tool a  modder needs to have, and that happens to be the...&lt;br /&gt;
&lt;ul&gt;&lt;strong&gt;Software Development Kit&lt;/strong&gt;
A "Software Development Kit" (or SDK for short) contains a set of  development tools to help you create that mod you've always been  dreaming of. This also usually contains the mapping tools required to  edit the levels that you play in. This is what you need in order to  modify the source code of the game itself in order to get your  weapons/models/coding/etc. working. At the moment, several of the more popular SDK's have been made  available to download. Here's a list of some of those games:
&lt;a href="http://www.fileplanet.com/filelist.aspx?s=32334&amp;amp;v=0" rel="nofollow" target="_blank"&gt;Half-Life&lt;/a&gt;
&lt;a href="http://www.fileaholic.com/cgi-sql/file-info.sql/10059" rel="nofollow" target="_blank"&gt;Quake&lt;/a&gt; and &lt;a href="http://www.fileplanet.com/section.aspx?s=33380" rel="nofollow" target="_blank"&gt;Quake III Arena&lt;/a&gt;
&lt;a href="http://www.fileplanet.com/section.aspx?s=30723" rel="nofollow" target="_blank"&gt;Unreal Tournament&lt;/a&gt;
&lt;a href="http://www.fileplanet.com/section.aspx?s=99093" rel="nofollow" target="_blank"&gt;Far Cry&lt;/a&gt;
&lt;a href="http://www.fileplanet.com/section.aspx?s=105782" rel="nofollow" target="_blank"&gt;Prey&lt;/a&gt;
&lt;a href="http://www.fileplanet.com/section.aspx?s=102058" rel="nofollow" target="_blank"&gt;Battlefield 2&lt;/a&gt;
&lt;a href="http://elderscrolls.filefront.com/file/The_Elder_Scrolls_IV_Oblivion_Construction_Set;58809" rel="nofollow" target="_blank"&gt;Elder Scrolls IV: Oblivion&lt;/a&gt;
&lt;a href="http://doom3.filefront.com/file/DOOM_3_SDK_for_Windows;42255" rel="nofollow" target="_blank"&gt;Doom 3&lt;/a&gt;
&lt;a href="http://commandandconquer.filefront.com/file/CC_Mod_SDK;70143" rel="nofollow" target="_blank"&gt;Command &amp;amp; Conquer: Generals&lt;/a&gt;
&lt;a href="http://www.fileplanet.com/152292/150000/fileinfo/Enemy-Territory-Source-Code-v2.60-%5BWin32%5D" rel="nofollow" target="_blank"&gt;Return to Castle Wolfenstein: Enemy  Territory&lt;/a&gt;
There are plenty of games which require you to purchase the game in  order to use their respective SDK. These include Half-Life 2, Unreal  Tournament 2004, and Homeworld.
Quake and Quake III Arena remain popular today, simply for the fact  that they have recently been made open-source. This means that, unlike  typical mods, you can make your creations into commercial products that  can be sold at a fee for people to play. Those that aren't open-source  are illegal to sell for a profit.&lt;/ul&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;3D Modeling Programs&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
This is one of the most important tools you need when you are creating a  mod. 3D Modeling programs help you create your characters, weapons,  props; what have you. Here are a few of the most popular modeling  programs that can be exchanged for some cold hard cash (or plastic, if  you buy them online).&lt;br /&gt;
&lt;ul&gt;&lt;u&gt;3DS Max&lt;/u&gt; - &lt;a href="http://usa.autodesk.com/adsk/servlet/index?id=5659302&amp;amp;siteID=123112" rel="nofollow"&gt;Usa.autodesk.com&lt;/a&gt;
Used by most industry professionals, 3DS MAX is a powerful tool for any  of your modelling, animating, and rendering needs.  &lt;u&gt;Maya 3D&lt;/u&gt; - &lt;a href="http://www.alias.com/eng/products-services/maya/" rel="nofollow"&gt;Alias.com&lt;/a&gt;
Another powerful program used by industry professionals, and is rated by  even most modders to be equally, if not more powerful than 3ds Max. Of  course, the same can be said about either, and it just determines on  which program comes more natural to you. Both programs are highly  recommended. 
&lt;u&gt;MilkShape 3D Editing Software&lt;/u&gt; - &lt;a href="http://www.swissquake.ch/chumbalum-soft/ms3d/download.html" rel="nofollow"&gt;Swissquake.ch&lt;/a&gt;
This software is used to edit the characters in the games Half-Life,  Quake I, II, and III, and Unreal Tournament.
There are also free modelling programs available online. That doesn't  necessarily mean they're bad, but they just don't contain as much  features as the paid one, or they have some crits among them, or just  aren't as powerful.
&lt;u&gt;Turbo Squid GMAX&lt;/u&gt; - &lt;a href="http://www.turbosquid.com/gmax" rel="nofollow"&gt;Turbosquid.com&lt;/a&gt;
The free version of 3dsmax that is missing much of the fully-paid's  features, but is one of the more-preferred modelling programs. This  version of Gmax, Turbo Squid, is specifically tiered towards modifying  game content.
&lt;u&gt;Maya PLE&lt;/u&gt;- &lt;a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=7639525" rel="nofollow"&gt;Usa.autodesk.com&lt;/a&gt;
Another great free software from Maya. The only crit is that it pastes  "Maya PLE" over the background of your model.
&lt;u&gt;Blender 3d&lt;/u&gt; -  &lt;a href="http://www.blender3d.com/" rel="nofollow"&gt;Blender3d.com&lt;/a&gt; 
&lt;u&gt;Softimage|XSI Mod Tool&lt;/u&gt; - &lt;a href="http://www.softimage.com/products/Mod/v42/downloads/" rel="nofollow"&gt;Softimage.com&lt;/a&gt;
Softimage|XSI Mod Tool gives modders deep options for crafting content  for their games (it can even be used for standalone products).&lt;/ul&gt;&lt;br /&gt;
&lt;u&gt;&lt;strong&gt;Animation Programs&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;
One of the critical parts of modding when it comes down to it. Animation  lets you come up with new ways to die, reload, jump, crouch, etc. This  is especially important in a 3rd person game, where you don't look like a  log using an FPS integrated switch to third person, where it's just a  straight body with a twisting head, and feels very clunky. Here are some  programs that might interest you in animation: &lt;br /&gt;
&lt;ul&gt;&lt;u&gt;Autodesk Motionbuilder&lt;/u&gt;- &lt;a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=6837710" rel="nofollow"&gt;Usa.autodesk.com&lt;/a&gt;
A very intuitive and complex animation program that is used by many  industry professionals, especially for FMV sequences, MOTIONBUILDER is  the best real-time 3D character animation solution on the marke. You can  also check the site for Mocap and plugins for video.  &lt;u&gt;Lightwave&lt;/u&gt; - &lt;a href="http://www.newtek.com/lightwave/" rel="nofollow"&gt;Newtek.com&lt;/a&gt;
An affordable and easy-to-learn program that is only held back by having  less power to animate than Kaydara does. But, for those who are looking  for having an easier time to animate, or who are trying to learn how  to, this is a pretty good program to try out.
Most modelling programs also contain their own built-in animator, so  if you don't like either of these programs, you can kill two birds with  one stone by checking out the programs listed under &lt;em&gt;Modeling  Programs&lt;/em&gt;.&lt;/ul&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;2D Art &amp;amp; Texture&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
Looking to fill in those black and white pictures your concept artists  have given you? Give it a more visually appealing look that is easier  for the modellers to use by trying out these two programs, which happen  to be the most popular of the bunch: &lt;br /&gt;
&lt;ul&gt;&lt;u&gt;Photoshop&lt;/u&gt; - &lt;a href="http://www.adobe.com/products/photoshop/main.html" rel="nofollow"&gt;Adobe.com&lt;/a&gt;
The industry-standard used by all the pros. A very powerful program used  by Web designers, photographers, and video editors.  &lt;u&gt;Paint Shop Pro&lt;/u&gt; - &lt;a href="http://www.corel.com/servlet/Satellite?c=Product_C1&amp;amp;cid=1155872554948&amp;amp;lc=en&amp;amp;pagename=CorelCom%2FLayout" rel="nofollow"&gt;Corel.com&lt;/a&gt;
A professional and easy to use program that lets you create professional  digital creations. It's also a lot cheaper than Photoshop's software,  by about $550, so if you don't want to break the budget, I definitely  recommend getting this.&lt;/ul&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Modeling / Skinning Resources&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
Don't feel like you have the creativity to come up with your own  modelling and skinning, or are having a really tough time find a  modeller and skinner? Try out these two sites, which give you both for  free!&lt;br /&gt;
&lt;ul&gt;&lt;u&gt;AddonDB&lt;/u&gt; - &lt;a href="http://www.moddb.com/" rel="nofollow"&gt;Moddb.com&lt;/a&gt;
The brand new network site from the creators of ModDB, AddonDB is your  one-stop shop for all of the addons you could ever think of. From  character models, weapon models, and maps, to sounds, skins, and tools,  this site is the only resource you're ever going to need. &lt;u&gt;FPSBanana&lt;/u&gt; - &lt;a href="http://www.fpsbanana.com/" rel="nofollow"&gt;Fpsbanana.com&lt;/a&gt;
Perhaps the biggest customization site solely dedicated to FPS games on  the Internet today, FPSBanana provides a wide assortment of tweaks and  tools to help you in your endeavor to make your mod.&lt;/ul&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Mapping&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
Although mapping tools are generally not released to the public and can  only be used after purchasing the game itself (such as &lt;em&gt;Unreal  Tournament 2004's&lt;/em&gt; "UnrealED"), here are a number of programs that  can help you in your level design ambitions.&lt;br /&gt;
&lt;ul&gt;&lt;u&gt;Valve Hammer Editor 3.4&lt;/u&gt; - &lt;a href="http://collective.valve-erc.com/index.php?go=hammer" rel="nofollow"&gt;Collective.valve-erc.com&lt;/a&gt;
The map editor that Valve supplies with Half-Life 1, it's the most used  and should be the only used for Half-Life. &lt;u&gt;GTK Radiant&lt;/u&gt; - &lt;a href="http://www.qeradiant.com/" rel="nofollow"&gt;Qeradiant.com&lt;/a&gt;
One of the most popular and most-used mapping tools is GTKRadiant, which  is a descendant from the older Q3Radiant. This free-to-download program  can be used to mod for several different games, which include Doom 3,  Medal of Honor, Call of Duty, Half-Life, and of course, the Quake  series.&lt;/ul&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Map Compilers&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
You can usually use Hammer or Radiant for your compiling needs, but if  you're frustrated with it, and want an easier and better way to open a  map, here are a few other recommended compilers: &lt;br /&gt;
&lt;ul&gt;&lt;u&gt;Zoner's Half-Life Tools&lt;/u&gt; - &lt;a href="http://collective.valve-erc.com/index.php?go=mhlt" rel="nofollow"&gt;Collective.valve-erc.com&lt;/a&gt;
A friendly and intuitive compiling software that is a lot better than  Hammer's own. Definitely worth the download if you don't want to worry  about crashing or face errors or anything like that. &lt;u&gt;MapFile Backup Compiler&lt;/u&gt; - &lt;a href="http://collective.valve-erc.com/index.php?go=mapbackup" rel="nofollow"&gt;Collective.valve-erc.com&lt;/a&gt;
A long running request by the community was that automatic map backups  be supported. Although not time based, this is the next best thing as it  will create a backup of your map files each time you compile. This tool  is highly recommended. 
&lt;u&gt;Q3Map2&lt;/u&gt; - &lt;a href="http://shaderlab.com/" rel="nofollow"&gt;Shaderlab.com&lt;/a&gt;
This is a popular command-line-utility BSP compiler for games based on  the Quake III Arena engine. These include (the obvious) Quake III Arena,  Return to Castle Wolfenstein, Enemy Territory, the Star Wars: Jedi  Knight franchise, and Nexuiz. This program was known to be a replacement  for map compilers such as QERadiant and GtkRadiant.
&lt;u&gt;3D World Studio&lt;/u&gt; - &lt;a href="http://www.leadwerks.com/" rel="nofollow"&gt;Leadwerks.com&lt;/a&gt;
A map/level editor that can be used with the Torque Game Engine (a  popular standalone engine), DarkBasic Pro, and Blitz3D.&lt;/ul&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;C++ Compilers &lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
The SDK requires a C++ computer language compiler to convert your  creation into a file that can be executed by the video game. Officially,  the SDK supports Microsoft's Visual C++, but there are alternatives. &lt;br /&gt;
&lt;ul&gt;&lt;u&gt;Microsoft Visual C++&lt;/u&gt; - &lt;a href="http://msdn.microsoft.com/visualc" rel="nofollow"&gt;Msdn.microsoft.com&lt;/a&gt;&lt;u&gt;Borland C++ Builder&lt;/u&gt; - &lt;a href="http://www.borland.com/downloads/download_cbuilder.html" rel="nofollow"&gt;Borland.com&lt;/a&gt;
&lt;u&gt;MinGW C++ Compiler &lt;/u&gt;(free) - &lt;a href="http://www.mingw.org/" rel="nofollow"&gt;Mingw.org&lt;/a&gt;
In order to use this, it is also recommended to download the &lt;a href="http://www.codeblocks.org/downloads.shtml" rel="nofollow" target="_blank"&gt;Code::Blocks IDE&lt;/a&gt; (Integrated Development Environment)  and &lt;a href="http://www.bloodshed.net/devcpp.html" rel="nofollow" target="_blank"&gt;Dev-C++ IDE&lt;/a&gt;. It will make it a lot easier for those  new to compiling with MingW, and also for the simple fact that the  program doesn't come bundled with an IDE like the other two.&lt;/ul&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Advertisement / Recruiting &lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
Need help for your mod or just wanted to spread the word? Here are some  pretty good sites that are frequented by a lot of gamers and modders.  You can usually try the forums themselves, and get feedback or help. Of  course, it's always recommended to try Moddb first for help requests and  advertisement. If you aren't getting heard, here are some interesting  sites I visit myself: &lt;br /&gt;
&lt;ul&gt;&lt;u&gt;Planet Sites&lt;/u&gt; - &lt;a href="http://www.gamespy.com/network/" rel="nofollow"&gt;Gamespy.com&lt;/a&gt;
You can basically find a site for any game that can be modded through  this network. Join their forums and start pimping your mod, or try to  get hosted by one of the most popular sites on the Internet and gain  coverage from the widely-read GameSpy front page and newsletter. &lt;u&gt;FileFront Network&lt;/u&gt; - &lt;a href="http://filefront.com/" rel="nofollow"&gt;Filefront.com&lt;/a&gt;
Much like the GameSpy network, FileFront hosts a number of sites solely  dedicated a single game, so you can browse through there and even get  your files hosted on their site for fantastic exposure. On the main  page, just click one of the games under "Browse Popular Games", then  visit their community page.
&lt;u&gt;MODSonline.com&lt;/u&gt; - &lt;a href="http://www.modsonline.com/" rel="nofollow"&gt;Modsonline.com&lt;/a&gt;
A huge site dedicated solely to mods, much like ModDB itself, but on a  smaller scale.&lt;/ul&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Additional Help&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
Still having a trivial time trying to figure out what you're supposed to  do in a certain situation? Here's a batch of sites that can be really  useful when the going gets tough in your modding endeavors. You can also  use the sites under &lt;em&gt;Advertisement / Recruiting&lt;/em&gt; for backup.&lt;br /&gt;
&lt;ul&gt;&lt;u&gt;ModDB Tutorial Database&lt;/u&gt; - &lt;a href="http://www.moddb.com/tutorials" rel="nofollow"&gt;Moddb.com&lt;/a&gt;
Containing an extensive amount of tutorials covering almost every facet  of modding development, the ModDB Tutorial Database is a highly  recommended area to begin your search for additional help. And please,  if you happen to benefit from these documents, give back to the  community by submitting your own to help keep that section of the site  growing. &lt;u&gt;3dBuzz&lt;/u&gt; - &lt;a href="http://www.3dbuzz.com/" rel="nofollow"&gt;3dbuzz.com&lt;/a&gt;
One of the best resources available on the Internet, this site is  jam-packed with plenty of tutorials. One of the best hallmarks is that  it also provides video tutorials to help you with everything from  modeling and mapping to lighting and texturing. Also, for a small fee,  you can participate in online-only classrooms where instructors teach  you the different fundamentals of modeling programs. This is definitely  one site you want to keep in your bookmarks.
&lt;u&gt;Frequently Asked Questions about Mod Programming&lt;/u&gt; - &lt;a href="http://www.planethalflife.com/botman/MOD_FAQ.shtml" rel="nofollow"&gt;Planethalflife.com&lt;/a&gt;
This is a good place for beginners to get started creating Half-Life  specific mods. This FAQ covers all the basics. 
&lt;u&gt;Wavelength: Your Editing Resource&lt;/u&gt; - &lt;a href="http://www.thewavelength.net/" rel="nofollow"&gt;Thewavelength.net&lt;/a&gt;
Wavelength has information on coding, creating models, and even  embedding your own sounds within a mod. Not only does the site have a  variety of helpful tutorials, it also includes a forum where mod makers  can exchange ideas and tips. 
&lt;u&gt;Wikipedia&lt;/u&gt; - &lt;a href="http://en.wikipedia.org/" rel="nofollow"&gt;En.wikipedia.org&lt;/a&gt;
Where can you find all of your information anywhere else except on  Wikipedia? This great site is busting at the seams with content  dedicated to helping you with any modding question you may have. It even  contains pages detailing the programs I have mentioned above, in case  you weren't aware of them in the first place.
&lt;u&gt;Interlopers.net&lt;/u&gt; - &lt;a href="http://interlopers.net/" rel="nofollow"&gt;Interlopers.net&lt;/a&gt;
A site containing a helpful community and plenty of tutorials to sift  through, Interlopers is a great site if you're looking for some help on  your mod. It's also a good place to advertise your mod to the community  and gain some much-needed support.
&lt;u&gt;Valve Editing Resource Center (VERC)&lt;/u&gt; - &lt;a href="http://collective.valve-erc.com/" rel="nofollow"&gt;Collective.valve-erc.com&lt;/a&gt;
Formerly the Half-Life ERC, the Valve ERC has grown to encompass all of  Valve's products. The site contains user forums, tutorials, and lots of  technical details for advanced mod creators. 
&lt;u&gt;Valve Developer Wiki&lt;/u&gt; - &lt;a href="http://developer.valvesoftware.com/" rel="nofollow"&gt;Developer.valvesoftware.com&lt;/a&gt;
This is Valve's official developer resource for Source-based developing,  It includes the old Source SDK docs and a continually growing amount of  user-added developing resources.
This is THE place to look when developing on Source.&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-605452395297919978?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/uQwwdNNr_4KpYyQEkCOMniF5MPU/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/uQwwdNNr_4KpYyQEkCOMniF5MPU/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/8vrSCVVRosk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/605452395297919978/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/06/want-to-make-your-own-mod-these-links.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/605452395297919978?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/605452395297919978?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/8vrSCVVRosk/want-to-make-your-own-mod-these-links.html" title="Want to make your own mod? These links will help you get started!" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://addgamestudios.blogspot.com/2010/06/want-to-make-your-own-mod-these-links.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0QESXkzeSp7ImA9WxFUEEk.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-7329589385794877589</id><published>2010-06-20T08:55:00.001-07:00</published><updated>2010-06-20T08:55:08.781-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-06-20T08:55:08.781-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="articles" /><title>Game Creation Resource</title><content type="html">All software is free unless trial or so is after it:&lt;br /&gt;
Tag explanation:&lt;br /&gt;
&lt;strong&gt;Recommended&lt;/strong&gt;&lt;br /&gt;
The item is the best in its category in general opinion&lt;br /&gt;
&lt;strong&gt;&lt;span red=""&gt;ModDB&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;
Item is made/maintained by someone from the ModDB community and you  should just give it a look to give its support &lt;img alt=":)" src="http://www.moddb.com/external/emoticons/happy.gif" style="vertical-align: middle;" title="Happy" /&gt;&lt;br /&gt;
&lt;u&gt;Last Update: 09/01/2007&lt;/u&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;hosting (no ads):&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://www.g2mods.tv/" rel="nofollow"&gt;G2mods.tv&lt;/a&gt; (mysql5-4,  php5-4, cgi,svn,rubyonrails) &lt;u&gt;MOD Hosting only&lt;/u&gt; &lt;strong&gt;&lt;span red=""&gt;ModDB&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://www.freewebtown.com/" rel="nofollow"&gt;Freewebtown.com&lt;/a&gt;  (php coming) (http://www.freewebtown.com/username)(has adds on addon  pages)&lt;br /&gt;
&lt;a href="http://www.freewebs.com/" rel="nofollow"&gt;Freewebs.com&lt;/a&gt;  (http://www.freebwebs.com/username)&lt;br /&gt;
&lt;a href="http://www.freehostia.com/" rel="nofollow"&gt;Freehostia.com&lt;/a&gt;  (mysql,php,per) (http://username.freehostia.com)&lt;br /&gt;
&lt;a href="http://www.byethost.com/" rel="nofollow"&gt;Byethost.com&lt;/a&gt;  (mysql+php)&lt;br /&gt;
&lt;a href="http://www.xoopiter.com/" rel="nofollow"&gt;Xoopiter.com&lt;/a&gt;  (mysql, cgi, ssl, php)&lt;br /&gt;
&lt;a href="http://pbwiki.com/" rel="nofollow"&gt;Pbwiki.com&lt;/a&gt; (Wiki only)&lt;br /&gt;
&lt;u&gt;&lt;strong&gt;Content Management Systems (CMS)&lt;/strong&gt;&lt;/u&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://www.php-fusion.co.uk/" rel="nofollow" target="_blank"&gt;PHP-Fusion&lt;/a&gt;  | &lt;a href="http://demo.opensourcecms.com/php-fusion/news.php" rel="nofollow" target="_blank"&gt;Demo&lt;/a&gt; --- ID: Admin,Pass:demo123)&lt;br /&gt;
&lt;a href="http://www.phpcomasy.com/index.php?id=1&amp;amp;action=switch_language" rel="nofollow" target="_blank"&gt;PHPCommasy&lt;/a&gt; | &lt;a href="http://demo.opensourcecms.com/phpcomasy/" rel="nofollow" target="_blank"&gt;Demo&lt;/a&gt; --- ID: admin,pass: demo)&lt;br /&gt;
&lt;a href="http://reloadcms.com/" rel="nofollow" target="_blank"&gt;ReloadCMS&lt;/a&gt;  | &lt;a href="http://demo.opensourcecms.com/reloadcms/" rel="nofollow" target="_blank"&gt;Demo&lt;/a&gt; --- ID:admin,Pass:demo&lt;br /&gt;
&lt;a href="http://www.e107.org/" rel="nofollow" target="_blank"&gt;E107&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://xoops.org/" rel="nofollow" target="_blank"&gt;Xoops&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.joomla.org/" rel="nofollow" target="_blank"&gt;Joomla&lt;/a&gt;&lt;br /&gt;
&lt;u&gt;&lt;strong&gt;Groupware&lt;/strong&gt;&lt;/u&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://www.phpoverlord.com/" rel="nofollow" target="_blank"&gt;PHP-Overlord&lt;/a&gt;  (Demo with ID/Pass on site)(20$ purchase, no trial)&lt;br /&gt;
&lt;u&gt;&lt;strong&gt;Forums&lt;/strong&gt;&lt;/u&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://www.phpbb.com/" rel="nofollow" target="_blank"&gt;PHPBB&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.simplemachines.org/" rel="nofollow" target="_blank"&gt;SMF  &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.phorum.org/" rel="nofollow" target="_blank"&gt;Phorum&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.invisionpower.com/ip.dynamic/products/board/index.html" rel="nofollow" target="_blank"&gt;Invision&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.xmbforum.com/" rel="nofollow" target="_blank"&gt;XMB&lt;/a&gt;&lt;br /&gt;
&lt;u&gt;&lt;strong&gt;Image Galleries&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;
&lt;a href="http://coppermine.sourceforge.net/" rel="nofollow" target="_blank"&gt;Coppermine&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://spgm.sourceforge.net/" rel="nofollow" target="_blank"&gt;SPGM&lt;/a&gt;&lt;br /&gt;
&lt;u&gt;&lt;strong&gt;Wikis&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;
&lt;a href="http://www.pmwiki.org/" rel="nofollow" target="_blank"&gt;PMWiki&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.mediawiki.org/" rel="nofollow" target="_blank"&gt;MediaWiki&lt;/a&gt;&lt;br /&gt;
&lt;u&gt;&lt;strong&gt;Misc. CMS&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;
&lt;a href="http://www.eyeos.org/" rel="nofollow" target="_blank"&gt;EyeOS&lt;/a&gt; |  &lt;a href="http://demo.opensourcecms.com/eyeos" rel="nofollow" target="_blank"&gt;Demo&lt;/a&gt; --- ID: root, Pass: demo)&lt;br /&gt;
&lt;a href="http://www.mantisbt.org/" rel="nofollow" target="_blank"&gt;Mantis  bug tracking software&lt;/a&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;modelling progs:&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
Blender3D &lt;a href="http://www.blender3d.org/" rel="nofollow"&gt;Blender3d.org&lt;/a&gt;&lt;br /&gt;
GMAX &lt;a href="http://www.turbosquid.com/gmax" rel="nofollow"&gt;Turbosquid.com&lt;/a&gt;  (needs free serial)&lt;br /&gt;
Milkshape3D &lt;a href="http://www.swissquake.ch/chumbalum-soft/" rel="nofollow"&gt;Swissquake.ch&lt;/a&gt; (trial, 30 days, $25 Registration Cost)&lt;br /&gt;
Wings3D &lt;a href="http://www.wings3d.com/" rel="nofollow"&gt;Wings3d.com&lt;/a&gt;&lt;br /&gt;
3DS MAX &lt;a href="http://www.autodesk.com/3dsmax" rel="nofollow"&gt;www.autodesk.com/3dsmax&lt;/a&gt;  (30 day trial avaiable - subscription form)&lt;br /&gt;
Maya Personal Learning Edition &lt;a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=6902573" rel="nofollow"&gt;Usa.autodesk.com&lt;/a&gt; (needs free key)&lt;br /&gt;
Cinema 4D &lt;a href="http://www.maxon.net/" rel="nofollow"&gt;Maxon.net&lt;/a&gt;  (Trial, allso bodypaint 3d(UVMapper))&lt;br /&gt;
Pilot 3D &lt;a href="http://www.pilot3d.com/" rel="nofollow"&gt;Pilot3d.com&lt;/a&gt;  (Trial)&lt;br /&gt;
Sketchup &lt;a href="http://www.sketchup.com/" rel="nofollow"&gt;Sketchup.com&lt;/a&gt;  (allso a free verision called Google Sketchup: for use with google  earth)&lt;br /&gt;
Rhino 3D &lt;a href="http://www.rhino3d.com/" rel="nofollow"&gt;Rhino3d.com&lt;/a&gt;  (Trial)&lt;br /&gt;
Zbrush &lt;a href="http://pixologic.com/home/home.shtml" rel="nofollow"&gt;Pixologic.com&lt;/a&gt;  (Trial)&lt;br /&gt;
MakeHuman &lt;a href="http://www.dedalo-3d.com/index.php?filename=SXCOL/makehuman/download.html" rel="nofollow"&gt;Dedalo-3d.com&lt;/a&gt;&lt;br /&gt;
Pixels3D &lt;a href="http://www.pixels3d.com/" rel="nofollow"&gt;www.pixels3d.com&lt;/a&gt;  (MAC ONLY!)&lt;br /&gt;
SharpConstruct &lt;a href="http://sharp3d.sourceforge.net/mediawiki/index.php/Main_Page" rel="nofollow"&gt;Sharp3d.sourceforge.net&lt;/a&gt;&lt;br /&gt;
DeleD: &lt;a href="http://www.delgine.com/index.php?filename=product_deled" rel="nofollow"&gt;Delgine.com&lt;/a&gt; (free &amp;amp; pay)&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Unwrappers/UVMappers:&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
Unwrap3D &lt;a href="http://www.unwrap3d.com/" rel="nofollow"&gt;Unwrap3d.com&lt;/a&gt;  (Trial)(Export Disabled)&lt;br /&gt;
Lithunwrap &lt;a href="http://files.seriouszone.com/download.php?fileid=198" rel="nofollow"&gt;Files.seriouszone.com&lt;/a&gt;&lt;br /&gt;
Bodypaint 3D &lt;a href="http://www.maxon.net/" rel="nofollow"&gt;Maxon.net&lt;/a&gt;  (Trial)&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;2D Programs:&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
Adobe Photoshop CS2 &lt;a href="http://www.adobe.com/products/photoshop/" rel="nofollow"&gt;Adobe.com&lt;/a&gt; (Trial)&lt;br /&gt;
GIMP &lt;a href="http://www.gimp.org/" rel="nofollow"&gt;Gimp.org&lt;/a&gt;&lt;br /&gt;
Ultimate Paint &lt;a href="http://www.ultimatepaint.com/" rel="nofollow"&gt;Ultimatepaint.com&lt;/a&gt;&lt;br /&gt;
Paint.Net &lt;a href="http://www.eecs.wsu.edu/paint.net/" rel="nofollow"&gt;Eecs.wsu.edu&lt;/a&gt;&lt;br /&gt;
Image Forge &lt;a href="http://www.cursorarts.com/ca_imw_d.html" rel="nofollow"&gt;Cursorarts.com&lt;/a&gt;&lt;br /&gt;
Project Dogwaffle: &lt;a href="http://www.thebest3d.com/dogwaffle/" rel="nofollow"&gt;Thebest3d.com&lt;/a&gt; (free &amp;amp; pay)&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Shader Tools:&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
FXComposer &lt;a href="http://developer.nvidia.com/object/fx_composer_home.html" rel="nofollow"&gt;Developer.nvidia.com&lt;/a&gt; (Shader Creation)&lt;br /&gt;
Rendermonkey &lt;a href="http://developer.nvidia.com/object/fx_composer_home.html" rel="nofollow"&gt;Developer.nvidia.com&lt;/a&gt; (Shader Creation - Only for ATI  Cards)&lt;br /&gt;
Shader Designer &lt;a href="http://www.typhoonlabs.com/" rel="nofollow"&gt;Typhoonlabs.com&lt;/a&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Installers:&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
NSIS &lt;a href="http://nsis.sourceforge.net/Main_Page" rel="nofollow"&gt;Nsis.sourceforge.net&lt;/a&gt;&lt;br /&gt;
WinZIP SFX  &lt;a href="http://www.winzip.com/" rel="nofollow"&gt;Winzip.com&lt;/a&gt;  (21 day trial,$49.95)&lt;br /&gt;
Install Creator(Pro) &lt;a href="http://www.clickteam.com/English/index.php" rel="nofollow"&gt;Clickteam.com&lt;/a&gt;  (Trial, displays message after install, Standars:$59/Pro:$149)&lt;br /&gt;
Patchmaker &lt;a href="http://www.clickteam.com/English/patch_maker.htm" rel="nofollow"&gt;Clickteam.com&lt;/a&gt; (trial)(displays message after patch)&lt;br /&gt;
Wise Install System &lt;a href="http://www.wise.com/wis.asp" rel="nofollow"&gt;Wise.com&lt;/a&gt;  (Trial)&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Programming Tools/IDE&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
Bloodshed DEV (C++) &lt;a href="http://www.bloodshed.net/" rel="nofollow"&gt;Bloodshed.net&lt;/a&gt;&lt;br /&gt;
Developers IDE &lt;a href="http://www.mystikdevelopment.homestead.com/home.html" rel="nofollow"&gt;Mystikdevelopment.homestead.com&lt;/a&gt;&lt;br /&gt;
MinGW Developer Studio &lt;a href="http://parinyasoft.com/" rel="nofollow"&gt;Parinyasoft.com&lt;/a&gt;&lt;br /&gt;
Visual Studio 2005 &lt;a href="http://msdn.microsoft.com/vstudio/" rel="nofollow"&gt;Msdn.microsoft.com&lt;/a&gt; (Trial)&lt;br /&gt;
Mono 1.0 (C# &lt;a href="http://www.mono-project.com/" rel="nofollow"&gt;Mono-project.com&lt;/a&gt;&lt;br /&gt;
SharpDevelop (C#) &lt;a href="http://www.icsharpcode.net/OpenSource/SD/" rel="nofollow"&gt;Icsharpcode.net&lt;/a&gt;&lt;br /&gt;
Cream (Editor) &lt;a href="http://cream.sourceforge.net/" rel="nofollow"&gt;Cream.sourceforge.net&lt;/a&gt;&lt;br /&gt;
Torsion: &lt;a href="http://www.sickheadgames.com/torsion.php" rel="nofollow"&gt;Sickheadgames.com&lt;/a&gt; (Torque engine only)&lt;br /&gt;
&lt;a href="http://notepad-plus.sourceforge.net/" rel="nofollow" target="_blank"&gt;Notepad++ (Source code editor(syntax highlighting))&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.codeblocks.org/" rel="nofollow" target="_blank"&gt;Code::Blocks  (C/C++ Compiler)&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://msdn.microsoft.com/vstudio/express/visualc/" rel="nofollow" target="_blank"&gt;MS Visual C++ 2005 Express Edition&lt;/a&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Webdesign&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://sourceforge.net/projects/kompozer" rel="nofollow" target="_blank"&gt;Kompozer&lt;/a&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Audio Tools&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
Audacity audacity.sourceforge.net&lt;br /&gt;
Goldwave &lt;a href="http://www.goldwave.com/" rel="nofollow"&gt;www.goldwave.com&lt;/a&gt;  (Freeware?)&lt;br /&gt;
Adobe Audition &lt;a href="http://www.adobe.com/products/audition/" rel="nofollow"&gt;Adobe.com&lt;/a&gt; (Trial)&lt;br /&gt;
Sound Forge 8: &lt;a href="http://www.sonymediasoftware.com/products/showproduct.asp?PID=961" rel="nofollow"&gt;Sonymediasoftware.com&lt;/a&gt; (trial)&lt;br /&gt;
Acid Pro: &lt;a href="http://www.sonymediasoftware.com/products/showproduct.asp?PID=961" rel="nofollow"&gt;Sonymediasoftware.com&lt;/a&gt; (trial)&lt;br /&gt;
&lt;a href="http://www.acidplanet.com/" rel="nofollow" target="_blank"&gt;Acid  Free&lt;/a&gt;&lt;br /&gt;
Cakewalk: &lt;a href="http://www.cakewalk.com/download/default.asp" rel="nofollow"&gt;Cakewalk.com&lt;/a&gt; (trial)&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Video Tools&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
Sony Vegas: &lt;a href="http://www.sonymediasoftware.com/products/product.asp?PID=404" rel="nofollow"&gt;Sonymediasoftware.com&lt;/a&gt; (trial)&lt;br /&gt;
VirtualDub: &lt;a href="http://www.virtualdub.org/" rel="nofollow"&gt;Virtualdub.org&lt;/a&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;(Shader)SDK's&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
DirectX SDK &lt;a href="http://msdn.microsoft.com/directx/" rel="nofollow"&gt;Msdn.microsoft.com&lt;/a&gt;&lt;br /&gt;
NVidia SDK &lt;a href="http://developer.nvidia.com/object/nvsg_home.html" rel="nofollow"&gt;Developer.nvidia.com&lt;/a&gt;&lt;br /&gt;
Radeon (ATI) SDK &lt;a href="http://www.ati.com/developer/radeonSDK.html" rel="nofollow"&gt;Ati.com&lt;/a&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Misc Tools:&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
PolyTrans &lt;a href="http://www.3dcafestore.com/polytrans.html" rel="nofollow"&gt;3dcafestore.com&lt;/a&gt;) (Model file converter)&lt;br /&gt;
MakeHair &lt;a href="http://www.dedalo-3d.com/index.php?filename=SXCOL/makehair/abstract.html" rel="nofollow"&gt;Dedalo-3d.com&lt;/a&gt; (Hair Modeling)&lt;br /&gt;
MeLODy &lt;a href="http://developer.nvidia.com/object/melody_home.html" rel="nofollow"&gt;Developer.nvidia.com&lt;/a&gt; (Normal Map Generator)&lt;br /&gt;
DENormGen: &lt;a href="http://epsylon.rptd.dnsalias.net/denormgen.php" rel="nofollow"&gt;Epsylon.rptd.dnsalias.net&lt;/a&gt; &lt;strong&gt;&lt;span red=""&gt;ModDB&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://ati.amd.com/developer/tools.html" rel="nofollow" target="_blank"&gt;Misc. ATI/AMD Dev Tools (including ATI Normalmapper)&lt;/a&gt;&lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Resource Sites&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://www.turbosquid.com/" rel="nofollow"&gt;www.turbosquid.com&lt;/a&gt;  (3D Marketplace)&lt;br /&gt;
&lt;a href="http://www.renderosity.com/" rel="nofollow"&gt;www.renderosity.com&lt;/a&gt;  (3D Tutorials)&lt;br /&gt;
&lt;a href="http://developer.nvidia.com/object/opengl_sdk_documentation.html" rel="nofollow"&gt;Developer.nvidia.com&lt;/a&gt; (NVidia OpenGL Docs)&lt;br /&gt;
&lt;a href="http://www.mayang.com/textures/" rel="nofollow"&gt;Mayang.com&lt;/a&gt;  Free Textures&lt;br /&gt;
&lt;a href="http://www.3dcafe.com/" rel="nofollow"&gt;3dcafe.com&lt;/a&gt; Some free  models&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-7329589385794877589?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/tctl0ElapRaJUVLQuF7owdTpI5g/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/tctl0ElapRaJUVLQuF7owdTpI5g/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/tctl0ElapRaJUVLQuF7owdTpI5g/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/tctl0ElapRaJUVLQuF7owdTpI5g/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/pJJ5IaE7Wo4" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/7329589385794877589/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/06/game-creation-resource.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/7329589385794877589?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/7329589385794877589?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/pJJ5IaE7Wo4/game-creation-resource.html" title="Game Creation Resource" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://addgamestudios.blogspot.com/2010/06/game-creation-resource.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkYCQnY_fCp7ImA9WxFSFEk.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-6196992459821230676</id><published>2010-04-16T11:56:00.000-07:00</published><updated>2010-04-16T11:56:03.844-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-04-16T11:56:03.844-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="articles" /><title>Developer Tools for 3D Media Applications</title><content type="html">&lt;div class="sectionHeading"&gt;Introduction&lt;/div&gt;&lt;strong&gt;&lt;em&gt;The right set of software development tools simplifies  performance enhancement in media applications and allows for continuous,  cost-effective improvements.&lt;/em&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
The market for digital media applications such as entertainment and  game software continues to show robust growth and profitability. Credit  for this healthy increase is due in large part to the realistic  simulation capabilities that 3D technologies such as DirectX* and  OpenGL* have contributed. These development environments have allowed  developers to create the kinds of applications that users are craving.&lt;br /&gt;
&lt;br /&gt;
One  important factor in creating great 3D applications is establishing high  playback frame rates. Satisfying this requirement involves determining  the number of frames per second that the application draws to the screen  and writing the application or game code to maintain this high  frame-rate level.&lt;br /&gt;
&lt;br /&gt;
This process can be problematic. As is the case  in finding performance bottlenecks, certain parts of application code  can drop frames unexpectedly, causing performance to be uneven and 3D  playback to seem choppy. These performance deficits may not be related  to major coding issues, but rather to certain portions of the code base  that require some tweaks or minor modifications.&lt;br /&gt;
&lt;br /&gt;
Today there are a  number of great development tools that can help developers track down  the portions of code that cause frame-rate problems. These tools, many  of which are available as shareware, can often save a great deal of time  and effort for the developer. This article introduces some of these  tools.&lt;br /&gt;
&lt;!--page break--&gt;  &lt;hr /&gt; &lt;div class="sectionHeading"&gt;&lt;b&gt;FRAPS* Benchmarking Software&lt;/b&gt;&lt;/div&gt;&lt;a href="http://www.fraps.com/"&gt;FRAPS&lt;/a&gt;*,&amp;nbsp;which stands for “Frames  per Second”, was created by developer Rod Maher in 1999. It started as a  simple tool to measure frame rates in 3D applications, but after four  years of development, the program evolved to accomplish much more.&lt;br /&gt;
&lt;br /&gt;
FRAPS  can be described as benchmarking software that allows you to measure  the true speed of your system in frames per second. It can display your  system's frame rate in the corner of your screen as the application  runs, eliminating the need for developers to build that functionality  into their applications. FRAPS also offers developers with the ability  to capture screen contents as real-time high-resolution video at up to  30 frames per second.&lt;br /&gt;
&lt;br /&gt;
FRAPS can save frame-rate performance data  to an external text file, allowing developers to analyze or benchmark  the average frame rate between any two points in time by hitting a  pre-designated benchmark key.&lt;br /&gt;
&lt;!--page break--&gt;  &lt;hr /&gt; &lt;div class="sectionHeading"&gt;&lt;b&gt;IPEAK Tools for Analysis, Testing, and  Monitoring&lt;/b&gt;&lt;/div&gt;IPEAK GPT (Graphics Performance Toolkit), now discontinued, was a  suite of tools that measured 3-D hardware accelerator performance,  analyzed and recorded application workload, and analyzed the interaction  of graphics hardware and software to help developers isolate weaknesses  and achieve peak performance. IPEAK GPT created a database of all the  application data files that access the 3D graphics system and recorded  information about each frame.&lt;br /&gt;
&lt;br /&gt;
This information was logged into a  database, providing developers with the ability to analyze the files and  determine specific performance bottlenecks within their applications.  IPEAK GPT also had the ability to split the computer screen into four  sections, providing different aspects of visual feedback during  application runtime. These four views included a texture mode, wireframe  view, overdraw, and standard preview. Unfortunately, GPT was  discontinued after its initial release supporting DirectX 7.0 and OpenGL  1.2.&lt;br /&gt;
&lt;!--page break--&gt;  &lt;hr /&gt; &lt;div class="sectionHeading"&gt;&lt;b&gt;The DirectX* SDK's Graphic Performance  Analyzer&lt;/b&gt;&lt;/div&gt;Microsoft announced plans to include a tool known as the Graphics  Performance Analyzer (GPA) with its freely downloadable&amp;nbsp;&lt;a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=ea4894b5-e98d-44f6-842d-e32147237638&amp;amp;DisplayLang=en"&gt;DirectX  SDK&lt;/a&gt;*. This tool contains all the performance features of IPEAK GPT,  but it has been updated to work on DirectX 9.0 or later. GPA has the  ability to monitor all API usage, as well as all activities that the  application has within the system on a per-frame basis, and it includes  many new and practical features.&lt;br /&gt;
&lt;!--page break--&gt;  &lt;hr /&gt; &lt;div class="sectionHeading"&gt;&lt;b&gt;VTune™&amp;nbsp;Performance Analyzer Provides  Multifaceted Optimization Support&lt;/b&gt;&lt;/div&gt;The&amp;nbsp;&lt;a href="http://www.intel.com/cd/software/products/asmo-na/eng/vtune/239144.htm"&gt;VTune™  Performance Analyzer&lt;/a&gt; can help analyze the performance of digital  media applications by locating sections of code that take a long time to  execute and that generate a significant number of events. Analysis of  these events may provide clues about how to improve code performance.  With the VTune analyzer, developers can track critical function calls  and monitor specific processor events, such as cache misses, triggered  by specific sections of code. They can also calculate event ratios to  determine if processor events are slowing performance.&lt;br /&gt;
&lt;br /&gt;
The VTune  Performance Analyzer collects performance data on applications and  systems, displaying it in graphs or tables. Once created, the developer  can also drill down into these graphs and quickly take a closer look at  which portion of the source code has the problem area. The VTune  environment shows source code and/or the disassembly code of one source  file in the monitored module, annotated with additional information  about the code. The analyzer displays the source code for any program  that has been compiled with the debug information turned on, or for  which the developer specifies symbol files.&lt;br /&gt;
&lt;br /&gt;
VTune tools also  support the creation of custom DLLs, allowing the developer to plug the  VTune analyzer into an application at specific locations and then  correlate what is happening within a 3D application with what the user  sees taking place on the screen.&lt;br /&gt;
&lt;!--page break--&gt;  &lt;hr /&gt; &lt;div class="sectionHeading"&gt;&lt;b&gt;Xylobot* is Useful in Creating Media  Workloads&lt;/b&gt;&lt;/div&gt;Xylobot*&amp;nbsp;is a generic game-development tool that is compatible with  most DirectX games. Xylobot can record keyboard and mouse actions, and  then play back those actions within the application. This functionality  is particularly useful in creating online games. Xylobot can generate a  reproducibl e workload, where a series of actions are scripted. With  Xylobot, the developer can produce a series of similar sequences using  the scripting tool, and then profile that sequence any number of times.  This functionality allows developers to make changes to their code, then  compare and correlate one profiled sequence to each subsequent  sequence.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-6196992459821230676?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/NOlgBFyZD1E4IUK0nKXE-ect_IY/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/NOlgBFyZD1E4IUK0nKXE-ect_IY/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/NOlgBFyZD1E4IUK0nKXE-ect_IY/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/NOlgBFyZD1E4IUK0nKXE-ect_IY/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/A68SD9mesnk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/6196992459821230676/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/04/developer-tools-for-3d-media.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/6196992459821230676?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/6196992459821230676?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/A68SD9mesnk/developer-tools-for-3d-media.html" title="Developer Tools for 3D Media Applications" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://addgamestudios.blogspot.com/2010/04/developer-tools-for-3d-media.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkYERnw4cCp7ImA9WxFSFEk.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-282492335843087068</id><published>2010-04-16T11:55:00.000-07:00</published><updated>2010-04-16T11:55:07.238-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-04-16T11:55:07.238-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="articles" /><title>Open Source Game Development</title><content type="html">&lt;div class="sectionHeading"&gt;Introduction&lt;/div&gt;A 3D game engine is a complex collection of code. Anyone entering  into game development would have to spend at least a year developing a  game engine or purchase a pricey game engine to utilize. Of course,  another option would be to use an open source engine, but game  developers have often shied away from these due to their lack of  features and reliability. However, these days there are several open  source engines (or low-cost commercial engines) that have a rich set of  features and offer stability.&lt;br /&gt;
&lt;br /&gt;
Open source engines, however, do  not necessarily have the performance of their more expensive commercial  counterparts as they do not always take advantage of the latest features  available on the CPU and GPU. The intent of this paper is to go over a  few of the most common open source game engines and show how Intel tools  and technologies can bring goodness to open source game development by  getting the best possible performance out of these engines.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Game  Engine Block Diagram&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
The block diagram below is of a  typical single-player 3D engine, and displays the complexity of modern  game engines. It shows the various subsystems and dependence between  them. The "tools" portion of the engine (level editors, geometry and  animation exporters, scripted event generators, etc.) have been left out  for the sake of simplicity.&lt;br /&gt;
&lt;br /&gt;
&lt;img alt="" border="0" src="http://software.intel.com/file/4022" width="370" /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Figure  1. Block Diagram of a Modern 3D Game Engine&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://www.intel.com/cd/ids/developer/asmo-na/eng/254972.htm"&gt;click  here for larger image&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Open Source Game Engines&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
There  are several open source engines available on the Internet, some of  which are listed below. This paper will focus on both the  Object-Oriented Graphics rendering 3D* engine and the Quake* 3 game  engine.&lt;br /&gt;
&lt;br /&gt;
The following is a short list of some of the open source  game engines that are available for use:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.ogre3d.org/" target="_blank"&gt;Object-Oriented  Graphics Rendering&lt;/a&gt;* &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.idsoftware.com/business/techdownloads/" target="_blank"&gt;Quake 3&lt;/a&gt;* &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.crystalspace3d.org/" target="_blank"&gt;Crystal  Space&lt;/a&gt;* &lt;/li&gt;
&lt;li&gt;&lt;a href="http://irrlicht.sourceforge.net/" target="_blank"&gt;Irrlicht  Engine&lt;/a&gt;* &lt;/li&gt;
&lt;/ul&gt;&lt;br /&gt;
The following is a short list of freely available 3D engines that are  not open source and may charge a minimal fee for commercial use:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.ca3d-engine.de/" target="_blank"&gt;Ca3D Engine&lt;/a&gt;*  (CA3DE) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.powerrender.com/" target="_blank"&gt;Power Render 3D  Engine&lt;/a&gt;* &lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.garagegames.com/" target="_blank"&gt;Torque Game  Engine&lt;/a&gt;* &lt;/li&gt;
&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-282492335843087068?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/Igem2DCH0jJ-HE0KP5LBnIXgkOQ/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Igem2DCH0jJ-HE0KP5LBnIXgkOQ/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/FT7TQpFVDpw" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/282492335843087068/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/04/open-source-game-development.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/282492335843087068?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/282492335843087068?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/FT7TQpFVDpw/open-source-game-development.html" title="Open Source Game Development" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://addgamestudios.blogspot.com/2010/04/open-source-game-development.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUIEQ3o5cCp7ImA9WxFSE0g.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-3436223660480396808</id><published>2010-04-15T10:45:00.000-07:00</published><updated>2010-04-15T10:45:02.428-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-04-15T10:45:02.428-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="articles" /><title>Game Industry Facts</title><content type="html">Video games  are no longer just a form of entertainment for children  and young adults alone,  and the old stereotypes of a gamer no longer  apply.&amp;nbsp; The ESA's &lt;a href="http://www.theesa.com/facts/pdfs/ESA_EF_2009.pdf" target="_blank"&gt;"2009   Essential Facts About the Computer and Video Game Industry"&lt;/a&gt; show  that 68  percent of American households play computer and video games.  The research also  reveals other interesting demographic facts about  today's gamers and the games  they play, including:&lt;iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=avinselfimpra-20&amp;amp;o=1&amp;amp;p=8&amp;amp;l=bpl&amp;amp;asins=0131687433&amp;amp;fc1=000000&amp;amp;IS2=1&amp;amp;lt1=_blank&amp;amp;m=amazon&amp;amp;lc1=0000FF&amp;amp;bc1=000000&amp;amp;bg1=FFFFFF&amp;amp;f=ifr" style="height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"&gt;&lt;/iframe&gt; &lt;br /&gt;
&lt;ul&gt;&lt;li&gt;The average  gamer is 35 years old and has been playing  for 12 years.&lt;/li&gt;
&lt;li&gt;Forty  percent of all players are women and women over 18  years of age are one of the  industry's fastest growing demographics.&amp;nbsp;  Today, adult  women&amp;nbsp;represent a greater portion of the game-playing  population (34  percent) than boys age 17 or younger (18 percent).&lt;/li&gt;
&lt;li&gt;Twenty-five percent of game players are over the age of  50, an increase from nine percent  in 1999.&amp;nbsp; This figure is sure to rise  in coming years with nursing homes  and senior centers across the  nation now incorporating video games into their  activities.&lt;/li&gt;
&lt;li&gt;Forty-two percent of homes in America have a video game  console.&lt;/li&gt;
&lt;li&gt;Fifty-seven&amp;nbsp;percent  of online game players are male and  43 percent are female.&amp;nbsp; Thirty-seven percent of heads of households   report they play games on wireless devices such as a cell phone or PDA,  up from  20% in 2002.&lt;/li&gt;
&lt;li&gt;Ninety-two percent of the time parents are present at the  time games are purchased or rented.&amp;nbsp; Seventy-seven percent of parents   believe that the parental controls available in all new video game  consoles are  useful.&amp;nbsp; In addition, 63 percent of parents believe games  are a positive part of their children’s lives.            &lt;/li&gt;
&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-3436223660480396808?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/RsHYfHfsXj78E5YxjwjesNq00do/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/RsHYfHfsXj78E5YxjwjesNq00do/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/tlSksHgEymA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/6736091358589184306/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/04/jane-mcgonigal-gaming-can-make-better.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/6736091358589184306?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/6736091358589184306?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/tlSksHgEymA/jane-mcgonigal-gaming-can-make-better.html" title="Jane McGonigal: Gaming can make a better world" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://addgamestudios.blogspot.com/2010/04/jane-mcgonigal-gaming-can-make-better.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkIBQng7eSp7ImA9WxFTFk0.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-9012905634557166442</id><published>2010-04-06T19:49:00.000-07:00</published><updated>2010-04-06T19:49:13.601-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-04-06T19:49:13.601-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="videos" /><title>Jesse Schell: When games invade real life</title><content type="html">&lt;object height="385" width="480"&gt;&lt;param name="movie" value="http://www.youtube.com/v/8FSsztwbRW0&amp;hl=en_US&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/8FSsztwbRW0&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-9012905634557166442?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/LK7qYbe430QvMIEhBHH9s9zIsco/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/LK7qYbe430QvMIEhBHH9s9zIsco/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/_q045UCdkUM" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/9012905634557166442/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/04/jesse-schell-when-games-invade-real.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/9012905634557166442?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/9012905634557166442?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/_q045UCdkUM/jesse-schell-when-games-invade-real.html" title="Jesse Schell: When games invade real life" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://addgamestudios.blogspot.com/2010/04/jesse-schell-when-games-invade-real.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Ak8NRX89fSp7ImA9WxBaEUk.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-976508470127644820</id><published>2010-03-20T22:21:00.000-07:00</published><updated>2010-03-20T22:21:34.165-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-03-20T22:21:34.165-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="videos" /><title>Top 100 Game Developers</title><content type="html">&lt;object height="385" width="480"&gt;&lt;param name="movie" value="http://www.youtube.com/p/0CD87E0A134CD433&amp;hl=en_US&amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/p/0CD87E0A134CD433&amp;hl=en_US&amp;fs=1" type="application/x-shockwave-flash" width="480" height="385" allowscriptaccess="always" allowfullscreen="true"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;
&lt;br /&gt;
Playlist/URL (Permalink):&lt;br /&gt;
&lt;a href="http://www.youtube.com/view_play_list?p=0CD87E0A134CD433"&gt;http://www.youtube.com/view_play_list?p=0CD87E0A134CD433 &lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-976508470127644820?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/RM9HhwfKnx5cGQdjyD-uHyhKiTg/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/RM9HhwfKnx5cGQdjyD-uHyhKiTg/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/RM9HhwfKnx5cGQdjyD-uHyhKiTg/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/RM9HhwfKnx5cGQdjyD-uHyhKiTg/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/eKkGnkVwhPs" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/976508470127644820/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/03/top-100-game-developers.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/976508470127644820?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/976508470127644820?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/eKkGnkVwhPs/top-100-game-developers.html" title="Top 100 Game Developers" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://addgamestudios.blogspot.com/2010/03/top-100-game-developers.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DE4MRnw7eyp7ImA9WxBbGUs.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-37267418324349470</id><published>2010-03-18T19:49:00.000-07:00</published><updated>2010-03-18T19:49:47.203-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-03-18T19:49:47.203-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="videos" /><category scheme="http://www.blogger.com/atom/ns#" term="articles" /><title>Game Development - Where do I Begin</title><content type="html">&lt;b&gt;Video 1&lt;/b&gt;&lt;br /&gt;
&lt;object height="385" width="480"&gt;&lt;param name="movie" value="http://www.youtube.com/v/C-D9bkJ2JxY&amp;hl=en_US&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/C-D9bkJ2JxY&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;
&lt;b&gt;Video 2&lt;/b&gt;&lt;br /&gt;
&lt;object height="385" width="480"&gt;&lt;param name="movie" value="http://www.youtube.com/v/XZN4lW8MIdw&amp;hl=en_US&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/XZN4lW8MIdw&amp;hl=en_US&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-37267418324349470?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/gqSZCy18TpReA0SyUw_IySpIxMo/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/gqSZCy18TpReA0SyUw_IySpIxMo/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/gqSZCy18TpReA0SyUw_IySpIxMo/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/gqSZCy18TpReA0SyUw_IySpIxMo/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/hg2pdy1H2oc" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/37267418324349470/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/03/game-development-where-do-i-begin.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/37267418324349470?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/37267418324349470?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/hg2pdy1H2oc/game-development-where-do-i-begin.html" title="Game Development - Where do I Begin" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://addgamestudios.blogspot.com/2010/03/game-development-where-do-i-begin.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkYHR389fSp7ImA9WxBbGEs.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-4841924276426198595</id><published>2010-03-17T16:22:00.000-07:00</published><updated>2010-03-17T16:22:16.165-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-03-17T16:22:16.165-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="articles" /><title>Ken Levine Game Design Tip</title><content type="html">Ken Levine: I remember being really surprised to learn about how technical game design was. A lot of people tell me: "I've got a great idea for a game." &lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;span style="background-color: #eeeeee;"&gt;Frankly, who gives a crap? A great idea is meaningless. A great idea that leverages your existing technology, gets the team excited, is feasible to do on time and budget, is commericially competitive, and, last but not least, floats the boat of a major publisher... Now you have something. &lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-4841924276426198595?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/Og-37VlSy56Q1VsH6NT4ihtSTTA/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Og-37VlSy56Q1VsH6NT4ihtSTTA/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/Og-37VlSy56Q1VsH6NT4ihtSTTA/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Og-37VlSy56Q1VsH6NT4ihtSTTA/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/i67xYv1h0Hw" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/4841924276426198595/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/03/ken-levine-game-design-tip.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/4841924276426198595?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/4841924276426198595?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/i67xYv1h0Hw/ken-levine-game-design-tip.html" title="Ken Levine Game Design Tip" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><thr:total>0</thr:total><georss:featurename>India</georss:featurename><georss:point>12.971606 77.594376</georss:point><georss:box>-7.219849999999999 47.7115635 33.163062 107.4771885</georss:box><feedburner:origLink>http://addgamestudios.blogspot.com/2010/03/ken-levine-game-design-tip.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkAFQnwzfCp7ImA9WxBbGEk.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-3594629440756033423</id><published>2010-03-17T09:51:00.000-07:00</published><updated>2010-03-17T09:51:53.284-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-03-17T09:51:53.284-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="gdc" /><title>GDC 2010 Slides</title><content type="html">&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_rFPFru09gSQ/S6EIRIRWNWI/AAAAAAAAAxg/Hs5rEAGnUKY/s1600-h/gdc2010.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/_rFPFru09gSQ/S6EIRIRWNWI/AAAAAAAAAxg/Hs5rEAGnUKY/s320/gdc2010.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;"Beyond Scrum" GDC session are &lt;a href="http://www.clintonkeith.com/OnsiteFiles/Misc/CKC_Beyond_Scrum.pdf"&gt;here&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
There is a nice set of notes for the session posted &lt;a href="http://www.gamedev.net/columns/events/gdc2010/article.asp?id=1809"&gt;here&lt;/a&gt;.&lt;br /&gt;
&lt;h1 class="pagetitle"&gt; GDC San Francisco 2010 - Mobile Session Slides   &lt;/h1&gt;&lt;ul id="library_list"&gt;&lt;li&gt;&lt;a href="http://www.khronos.org/developers/library/2010_GDC_Mobile/Khronos-Mobile-API-Overview_GDC-Mar10.pdf"&gt;Khronos Mobile API Overview : GDC Mar10.pdf&lt;/a&gt; &lt;/li&gt;
&lt;/ul&gt;&lt;h1 class="pagetitle"&gt; GDC San Francisco 2010 - OpenCL Session Slides   &lt;/h1&gt;&lt;ul id="library_list"&gt;&lt;li&gt;&lt;a href="http://www.khronos.org/developers/library/2010_GDC_OpenCL/AMD_Graphic-Remedy_OpenCL-Debugging_GDC-Mar10.pdf"&gt;AMD : Graphic Remedy : OpenCL Debugging : GDC Mar10.pdf&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.khronos.org/developers/library/2010_GDC_OpenCL/OpenCL-Intro-and-Overview_GDC-Mar10.pdf"&gt;OpenCL Intro and Overview : GDC Mar10.pdf&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.khronos.org/developers/library/2010_GDC_OpenCL/Sony_Porting-Existing-Code-to-OpenCL_GDC-Mar10.pdf"&gt;Sony : Porting Existing Code to OpenCL : GDC Mar10.pdf&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h1 class="pagetitle"&gt; GDC San Francisco 2010 - COLLADA Session Slides   &lt;/h1&gt;&lt;ul id="library_list"&gt;&lt;li&gt;&lt;a href="http://www.khronos.org/developers/library/2010_GDC_COLLADA/COLLADA-Overview_GDC-Mar10.pdf"&gt;COLLADA Overview : GDC Mar10.pdf&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.khronos.org/developers/library/2010_GDC_COLLADA/Kanzi-and-COLLADA_GDC-Mar10.pdf"&gt;Kanzi and COLLADA : GDC Mar10.pdf&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.khronos.org/developers/library/2010_GDC_COLLADA/Remi-Arnaud_COLLADA-Closing-Remarks_GDC-Mar10.pdf"&gt;Remi Arnaud : COLLADA Closing Remarks : GDC Mar10.pdf&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.khronos.org/developers/library/2010_GDC_COLLADA/SpiderGL-and-COLLADA_GDC-Mar10.pdf"&gt;SpiderGL and COLLADA : GDC Mar10.pdf&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.khronos.org/developers/library/2010_GDC_COLLADA/c3dl-WebGL-and-COLLADA_GDC-Mar10.pdf"&gt;c3dl WebGL and COLLADA : GDC Mar10.pdf&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h1 class="pagetitle"&gt; GDC San Francisco 2010 - OpenGL Session Slides &lt;!--
&lt;rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
         xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/"
         xmlns:dc="http://purl.org/dc/elements/1.1/"&gt; &lt;rdf:Description
    rdf:about="http://www.khronos.org/2418/"
    trackback:ping="http://www.khronos.org/trackback/2418/"
    dc:title="GDC San Francisco 2010 &amp;#45; OpenGL Session Slides"
    dc:identifier="http://www.khronos.org/2418/" 
    dc:subject=""
    dc:description="2010_GDC"
    dc:creator="webmaster"
    dc:date="2010-03-15 11:10:40 AM GMT" /&gt; &lt;/rdf:RDF&gt; --&gt;  &lt;/h1&gt;&lt;!--  top left shadow--&gt;       &lt;ul id="library_list"&gt;&lt;li&gt;&lt;a href="http://www.khronos.org/developers/library/2010_GDC/OpenGL-4-and-WebGL_GDC-Mar10.pdf"&gt;OpenGL 4 and WebGL : GDC Mar10.pdf&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.khronos.org/developers/library/2010_GDC/WebGL_GDC-Mar10.pdf"&gt;WebGL : GDC Mar10.pdf&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-3594629440756033423?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/t8axqrr0AQ_Qnl290d889jy8wfs/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/t8axqrr0AQ_Qnl290d889jy8wfs/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/t8axqrr0AQ_Qnl290d889jy8wfs/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/t8axqrr0AQ_Qnl290d889jy8wfs/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/FXZKa_zrRV4" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/3594629440756033423/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/03/gdc-2010-slides.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/3594629440756033423?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/3594629440756033423?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/FXZKa_zrRV4/gdc-2010-slides.html" title="GDC 2010 Slides" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_rFPFru09gSQ/S6EIRIRWNWI/AAAAAAAAAxg/Hs5rEAGnUKY/s72-c/gdc2010.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://addgamestudios.blogspot.com/2010/03/gdc-2010-slides.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkQGSXs9fyp7ImA9WxBbFko.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-172282639754247940</id><published>2010-03-15T09:25:00.000-07:00</published><updated>2010-03-15T09:25:28.567-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-03-15T09:25:28.567-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="articles" /><title>Gaming Industry Twitters</title><content type="html">&lt;strong&gt;2K Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/ShawnElliott" target="_blank"&gt;ShawnElliott&lt;/a&gt; – Shawn Elliott, Producer at 2K Boston.&amp;nbsp; Best known for his work at EGM/GFW Magazines and 1up.com/1up Podcasts.&lt;br /&gt;
&lt;a href="http://twitter.com/loonyboi" target="_blank"&gt;loonyboi&lt;/a&gt; – Jason Bergman, Producer 2K Games publishing&lt;br /&gt;
&lt;a href="http://twitter.com/2KSports" target="_blank"&gt;2KSports&lt;/a&gt; – Official Twitter account for 2K Sports&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;38 Studios:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/gehrig38" target="_blank"&gt;gehrig38&lt;/a&gt; – Curt Schilling, founder of 38 Studios and pitcher for the Boston Red Sox&lt;br /&gt;
&lt;a href="http://twitter.com/BrettClose" target="_blank"&gt;BrettClose&lt;/a&gt; – Brett Close, VP of Biz Dev at 38 Studios&lt;br /&gt;
&lt;a href="http://twitter.com/schoonology" target="_blank"&gt;schoonology&lt;/a&gt; – Michael Schoonmaker, Engineer at 38 Studios&lt;br /&gt;
&lt;a href="http://twitter.com/rshwayder" target="_blank"&gt;rshwayder&lt;/a&gt; – Ryan Shwayder, Designer and Community Relations at 38 Studios&lt;br /&gt;
&lt;a href="http://twitter.com/aneri" target="_blank"&gt;aneri&lt;/a&gt; – Senior UI Designer at 38 Studios&lt;br /&gt;
&lt;strong&gt;3 Blokes Studios:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Johnpassfield" target="_blank"&gt;Johnpassfield&lt;/a&gt; – John Passfield, Chief Creative Bloke&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;3D Realms:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Georgeb3dr" target="_blank"&gt;Georgeb3dr&lt;/a&gt; – George Broussard, Game Producer/Designer at 3D Realms&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Acclaim:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Historian" target="_blank"&gt;Historian&lt;/a&gt; – Community Manager at Acclaim&lt;br /&gt;
&lt;a href="http://twitter.com/dperry" target="_blank"&gt;DPerry&lt;/a&gt; – David Perry, Director of many MMOgs at Acclaim&lt;br /&gt;
&lt;a href="http://twitter.com/ponystars" target="_blank"&gt;PonyStars&lt;/a&gt; – Official Twitter account for the game Pony Stars&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;ACRONYM Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/JoeBonka" target="_blank"&gt;JoeBonka&lt;/a&gt; – Joe Bonar, partner at ACRONYM Games&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;
Activision:&lt;br /&gt;
&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Derek_Omni" target="_blank"&gt;Derek_Omni&lt;/a&gt; – Derek Daniels, Video Game Designer on undisclosed title&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Adventure Company Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/TheAdventureCo" target="_blank"&gt;TheAdventureCo&lt;/a&gt; – Official Twitter account for Adventure Company Games&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Agora Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/chrisa9" target="_blank"&gt;ChrisA9&lt;/a&gt; – Christian Arca, Lead Designer at Agora Games&lt;br /&gt;
&lt;a href="http://twitter.com/JDiz5" target="_blank"&gt;JDiz5&lt;/a&gt; – Jodi Bernardini, Designer at Agora Games&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Antair Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/AntairGames" target="_blank"&gt;AntairGames&lt;/a&gt; – Gavin Bowman, developer at Antair Games&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;ArenaNet (Part of NCSoft):&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/brinstar" target="_blank"&gt;Brinstar&lt;/a&gt; – &lt;span class="fn"&gt;Regina Buenaobra, Community Manager for Guild Wars&lt;/span&gt;&lt;br /&gt;
&lt;span class="fn"&gt;&lt;a href="http://twitter.com/arenanet" target="_blank"&gt;ArenaNet&lt;/a&gt; – Official Twitter account for ArenaNet, developer of Guild Wars and Guild Wars 2&lt;/span&gt;&lt;br /&gt;
&lt;span class="fn"&gt;&lt;a href="http://twitter.com/Mkerstein" target="_blank"&gt;Mkerstein&lt;/a&gt; – German Community Manager for Guild Wars&lt;/span&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/jpetrie" target="_blank"&gt;jpetrie &lt;/a&gt; – Josh, Petrie, Tools programmer at ArenaNet&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Bethesda Softworks:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Fizzbang" target="_blank"&gt;Fizzbang&lt;/a&gt; – Fred Zeleny, Designer at Bethesda Softworks&lt;br /&gt;
&lt;a href="http://twitter.com/ghost_girl13" target="_blank"&gt;ghost_girl13&lt;/a&gt; – Megan Sawyer, Environment Artist at Bethesda Softworks&lt;br /&gt;
&lt;strong&gt;Big Ant Studios:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/JohnSietsma" target="_blank"&gt;JohnSietsma&lt;/a&gt; – John Sietsma, Lead Programmer&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Big Fish Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/BigFishgames" target="_blank"&gt;BigFishgames&lt;/a&gt; – Official Twitter account for Big Fish Games&lt;br /&gt;
&lt;strong&gt;BigFoot Networks:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/bigfootnetworks" target="_blank"&gt;BigFootNetworks&lt;/a&gt; – Official Twitter account for Big Foot Networks&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Bioware:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/swtor" target="_blank"&gt;SWTOR&lt;/a&gt; – Official Twitter account for Star Wars – The Old Republic&lt;br /&gt;
&lt;a href="http://twitter.com/AshenTemper" target="_blank"&gt;AshenTemper&lt;/a&gt; – Sean Dahlberg, Community Manager for Star Wars: The Old Republic&lt;br /&gt;
&lt;a href="http://twitter.com/Truffle" target="_blank"&gt;Truffle&lt;/a&gt; – Christina Norman, Senior Technical Designer&lt;br /&gt;
&lt;a href="http://twitter.com/Acanaday" target="_blank"&gt;Acanaday&lt;/a&gt; – Aaron Canaday, Environment Artist&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Blitz Game Studios:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/SpreeTree" target="_blank"&gt;SpreeTree&lt;/a&gt; – Lee Winder, Technical Manager for Blitz Arcade&lt;br /&gt;
&lt;a href="http://twitter.com/Blitz1up" target="_blank"&gt;Blitz1up&lt;/a&gt; – Official Twitter account for Blitz 1up program&lt;br /&gt;
&lt;a href="http://twitter.com/ChrisSwan" target="_blank"&gt;ChrisSwan&lt;/a&gt; – Chris Swan, Business Development Director for Blitz Arcade Division&lt;br /&gt;
&lt;a href="http://twitter.com/MikeBithell" target="_blank"&gt;MikeBithell&lt;/a&gt; – Mike Bithell, Designer for Blitz Arcade Division&lt;br /&gt;
&lt;a href="http://twitter.com/NicholasRodgers" target="_blank"&gt;NicholasRodgers&lt;/a&gt; – Nick Rodgers, Animator&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Blue Omega Entertainment:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/gothaggis" target="_blank"&gt;gothaggis&lt;/a&gt; – Geoff Rowland, Programming Support for Blue Omega Entertainment&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Bungie:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/voMethod" target="_blank"&gt;voMethod&lt;/a&gt; – Seth Gibson, Technical Director at Bungie&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;ByteClub:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/ByteClub" target="_blank"&gt;ByteClub&lt;/a&gt; – Official Twitter account for ByteClub, an iPhone game company&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Caffeine Monster Software:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://www.twitter.com/caffeinemonster" target="_blank"&gt;CaffeineMonster&lt;/a&gt; &lt;span class="moz-txt-link-freetext"&gt; – Official Twitter account for indie game dev Caffeine Monster Software&lt;/span&gt; &lt;a href="http://www.twitter.com/caffeinemonster" target="_blank"&gt;&lt;br /&gt;
&lt;/a&gt;&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Capcom:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Capcom_Unity" target="_blank"&gt;Capcom_Unity&lt;/a&gt; – Official Twitter account for Capcom&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Carbine Studios (Part of NCSoft)&lt;/strong&gt; :&lt;br /&gt;
&lt;a href="http://twitter.com/_Aether_" target="_blank"&gt;_Aether_&lt;/a&gt; – Troy Hewitt, Associate Producer/Community Lead on Carbine’s secret MMO&lt;br /&gt;
&lt;a href="http://twitter.com/LivingWorlds" target="_blank"&gt;LivingWorlds&lt;/a&gt; – Steve Williams&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Cartoon Network:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/adultswimgames" target="_blank"&gt;AdultSwimGames&lt;/a&gt; – Official Twitter account for Adult Swim Games&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;CCP Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/CCPGames" target="_blank"&gt;CCPGames&lt;/a&gt; – Official Twitter account for CCP Games&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Cryptic Studios:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/CrypticStudios" target="_blank"&gt;CrypticStudios&lt;/a&gt; – Official Twitter account for Cryptic Studios&lt;br /&gt;
&lt;a href="http://twitter.com/CrypticAwen" target="_blank"&gt;CrypticAwen&lt;/a&gt; – Nicole Hamlett, Senior Community Representative&lt;br /&gt;
&lt;a href="http://twitter.com/CrypticStudios" target="_blank"&gt;CrypticStudios&lt;/a&gt; – Official Twitter account for Cryptic Studios&lt;br /&gt;
&lt;a href="http://twitter.com/CrypticDiamonds" target="_blank"&gt;CrypticDiamonds&lt;/a&gt; -Cryptic Developer&lt;br /&gt;
&lt;a href="http://twitter.com/CrypticZinc" target="_blank"&gt;CrypticZinc&lt;/a&gt; – Craig Zinkievich, Executive Producer for Star Trek Online&lt;br /&gt;
&lt;a href="http://twitter.com/CrypticArkayne" target="_blank"&gt;CrypticArkayne&lt;/a&gt; – Randy Mosiondz, Lead Designer on Champions Online&lt;br /&gt;
&lt;a href="http://twitter.com/CrypticAlivet" target="_blank"&gt;CrypticAlivet&lt;/a&gt; – Alivet, Community Content Writer for Champions Online and Star Trek Online&lt;br /&gt;
&lt;a href="http://twitter.com/Cryptic_Chrono" target="_blank"&gt;Cryptic_Chrono&lt;/a&gt; – Bill Roper&lt;br /&gt;
&lt;a href="http://twitter.com/CrypticMegaN" target="_blank"&gt;CrypticMegaN&lt;/a&gt; – MegaN, Localization Manager and Audio Producer&lt;br /&gt;
&lt;a href="http://twitter.com/CrypticFireCait" target="_blank"&gt;CrypticFireCait&lt;/a&gt; – Cryptic FireCait, Producer&lt;br /&gt;
&lt;a href="http://twitter.com/CrypticKatalyst" target="_blank"&gt;CrypticKatalyst&lt;/a&gt; – Online Community Relations Rep for Champions Online&lt;br /&gt;
&lt;a href="http://twitter.com/CrypticKestrel" target="_blank"&gt;CrypticKestrel&lt;/a&gt; – Writer for Star Trek Online&lt;br /&gt;
&lt;strong&gt;Digital Cream:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Matthewmford" target="_blank"&gt;Matthewmford&lt;/a&gt; – Matthew Ford, President&lt;br /&gt;
&lt;strong&gt;Divide by Zero Games&lt;/strong&gt; :&lt;br /&gt;
&lt;a href="http://twitter.com/joeludwig" target="_blank"&gt;joeludwig&lt;/a&gt; – Joe Ludwig, CTO of Divide By Zero Games&lt;br /&gt;
&lt;strong&gt;doublesix games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/doublesix" target="_blank"&gt;doublesix&lt;/a&gt; – Official Twitter account for doublesix games&lt;br /&gt;
&lt;strong&gt;DoubleTap Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/DoubleTapGames" target="_blank"&gt;DoubleTapGames&lt;/a&gt; – Official Twitter account for DoubleTap Games&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Eat Sleep Play:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/djaffe" target="_blank"&gt;Djaffe&lt;/a&gt; – David Jaffe,&amp;nbsp; founder and Video Game Designer known for games like God of War&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Electric Sheep Company:&lt;/strong&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/ccarella" target="_blank"&gt;CCarella &lt;/a&gt; – Chris Carella, Chief Creative Officer&lt;/span&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/mattbrooklyn" target="_blank"&gt;MattBrooklyn&lt;/a&gt; – Matt Dominianni, Creative Director&lt;/span&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/swords" target="_blank"&gt;Swords&lt;/a&gt; – &lt;/span&gt; &lt;span&gt;John Swords, Director of Business Development&lt;/span&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/jonahg" target="_blank"&gt;JonahG&lt;/a&gt; – Jonah Gold, Producer&lt;/span&gt;&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Electronic Arts:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/ea" target="_blank"&gt;EA&lt;/a&gt; – Official Twitter account for EA&lt;br /&gt;
&lt;a href="http://twitter.com/weezul" target="_blank"&gt;Weezul&lt;/a&gt; – Jon, Online Marketing Manager for EA&lt;br /&gt;
&lt;a href="http://twitter.com/eamobile" target="_blank"&gt;EAMobile&lt;/a&gt; – Craig, Community Manager for EA Mobile&lt;br /&gt;
&lt;a href="http://twitter.com/sk88z" target="_blank"&gt;sk88z&lt;/a&gt; – Alain Qunto, EA Sports Community Manager&lt;br /&gt;
&lt;a href="http://twitter.com/TheSims3" target="_blank"&gt;TheSim3&lt;/a&gt; – Official Twitter account for The Sims 3&lt;br /&gt;
&lt;a href="http://twitter.com/TheSims2" target="_blank"&gt;TheSims2&lt;/a&gt; – Official Twitter account for The Sims 2&lt;br /&gt;
&lt;a href="http://twitter.com/Dewiel" target="_blank"&gt;Dewiel&lt;/a&gt; – Justin Dewiel, EA Sports Community Manager&lt;br /&gt;
&lt;a href="http://twitter.com/raczilla" target="_blank"&gt;Raczilla&lt;/a&gt; – Will Kinsler, EA Sports Community Manager&lt;br /&gt;
&lt;a href="http://twitter.com/isaacclarke" target="_blank"&gt;IsaacClarke&lt;/a&gt; – Official Twitter account for Dead Space&lt;br /&gt;
&lt;a href="http://twitter.com/pbrush" target="_blank"&gt;PBrush&lt;/a&gt; – Doug Brooks, Technical Director at EA&lt;br /&gt;
&lt;a href="http://twitter.com/Monkey_Pants" target="_blank"&gt;Monkey_Pants&lt;/a&gt; – Ian Milham, Art Director for Dead Space at EA&lt;br /&gt;
&lt;a href="http://twitter.com/blizzzz" target="_blank"&gt;Blizzzz&lt;/a&gt; – &lt;span class="bio"&gt;Dave Blizard, Lighting Director and CG Supervision at EA Redwood Shores&lt;/span&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/sledgehammer70" target="_blank"&gt;SledgeHammer70&lt;/a&gt; – Mathew Everett, Community Manager for all games at Pandemic Studios&lt;br /&gt;
&lt;a href="http://twitter.com/sargonas" target="_blank"&gt;Sargonas&lt;/a&gt; – Jay,Operations Manager for Rupture at EA&lt;br /&gt;
&lt;a href="http://twitter.com/matthewpruitt" target="_blank"&gt;MatthewPruitt&lt;/a&gt; – Matthew Pruitt, &lt;span class="bio"&gt;Community Manager for Electronic Arts&lt;/span&gt;&lt;br /&gt;
&lt;span class="bio"&gt;&lt;a href="http://twitter.com/9floating" target="_blank"&gt;9floating&lt;/a&gt; – Mihai Pohontu, Director of QA WW at EA&lt;/span&gt;&lt;br /&gt;
&lt;span class="bio"&gt;&lt;a href="http://twitter.com/CrackedActor" target="_blank"&gt;CrackedActor&lt;/a&gt; – Jaap Tuinman, Online Community/Social Marketing guy at EA&lt;/span&gt;&lt;br /&gt;
&lt;span class="bio"&gt;&lt;a href="http://twitter.com/undeadpixels" target="_blank"&gt;undeadpixels&lt;/a&gt; – James Kono, Game Designer at EA&lt;/span&gt;&lt;br /&gt;
&lt;span class="bio"&gt;&lt;a href="http://twitter.com/slicedlime" target="_blank"&gt;slicedlime&lt;/a&gt; – Programmer at EA Dice&lt;/span&gt;&lt;br /&gt;
&lt;span class="bio"&gt;&lt;a href="http://twitter.com/sanspants" target="_blank"&gt;sanspants&lt;/a&gt; – Matt Fleming, Assistant Designer on Ultima Online&lt;/span&gt;&lt;br /&gt;
&lt;span class="bio"&gt;&lt;a href="http://twitter.com/plastk" target="_blank"&gt;plastk&lt;/a&gt; – Andrew Sabri, Software Engineer at EA Sports working on Madden 2010&lt;/span&gt;&lt;br /&gt;
&lt;span class="bio"&gt;&lt;a href="http://twitter.com/hippyjump" target="_blank"&gt;hippyjump&lt;/a&gt; – Ron Yatco, Community Manager for EA Canada (skate 2, Need for Speed)&lt;/span&gt;&lt;br /&gt;
&lt;span class="bio"&gt;&lt;a href="http://twitter.com/bfheroes" target="_blank"&gt;BFHeroes&lt;/a&gt; – Official Twitter account for Battlefield Heroes&lt;/span&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/ian_cummings" target="_blank"&gt;ian_cummings&lt;/a&gt; – Ian Cummings, Lead Designer for Madden 2010&lt;br /&gt;
&lt;a href="http://twitter.com/earom" target="_blank"&gt;earom&lt;/a&gt; – Community Manager for EA Sports Football (Soccer) World&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/Monogamie" target="_blank"&gt;Monogamie&lt;/a&gt; – Game Designer/Programmer at EA Mobile&lt;/span&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/zhiwiller" target="_blank"&gt;zhiwiller&lt;/a&gt; – Zack Hiwiller, Designer at EA Tiburon (EA Sports)&lt;/span&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/DICECommunity" target="_blank"&gt;DICECommunity&lt;/a&gt; – Official Twitter account for DICE&lt;/span&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Blijack" target="_blank"&gt;Blijack&lt;/a&gt; – Brent Dady, Product Manager at EA&lt;br /&gt;
&lt;a href="http://twitter.com/NeedForSpeedCom" target="_blank"&gt;NeedForSpeedCom&lt;/a&gt; – Official Twitter account for NeedforSpeed.com&lt;br /&gt;
&lt;a href="http://twitter.com/MatthewPruitt" target="_blank"&gt;MatthewPruitt&lt;/a&gt; – Matt Pruitt, Community Manager at EA LA&lt;br /&gt;
&lt;a href="http://twitter.com/CodeCow" target="_blank"&gt;CodeCow&lt;/a&gt; – Louis Gascoigne, programmer at EA Redwood&lt;br /&gt;
&lt;a href="http://twitter.com/Criterion_Games" target="_blank"&gt;CriterionGames&lt;/a&gt; – Official Twitter account for Criterion Games&lt;br /&gt;
&lt;a href="http://twitter.com/StephensonMC" target="_blank"&gt;StephensonMC&lt;/a&gt; – Marcus Stephenson, Producer on the NBA LIVE Franchise at EA Sports&lt;br /&gt;
&lt;a href="http://twitter.com/MicheleVerde" target="_blank"&gt;MicheleVerde&lt;/a&gt; – Michele Aguilar, Product Manager for EA Mobile Games&lt;br /&gt;
&lt;a href="http://twitter.com/EA_APOC" target="_blank"&gt;EA_APOC&lt;/a&gt; – Command and Conquer Community Manager&lt;br /&gt;
&lt;a href="http://twitter.com/Loki_Diego" target="_blank"&gt;Loki_Diego&lt;/a&gt; – Thomas Holt, Senior Art Lead on Dead Space and Art Director for Dead Space Extraction&lt;br /&gt;
&lt;a href="http://twitter.com/Awedgirl" target="_blank"&gt;Awedgirl&lt;/a&gt; – Caryl Shaw, producer on Spore&lt;br /&gt;
&lt;a href="http://twitter.com/_Danicia_" target="_blank"&gt;_Danicia_&lt;/a&gt; – Danicia, Moderator for Bioware&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;span&gt;&lt;strong&gt;Endrant Studios:&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/neilp" target="_blank"&gt;neilp&lt;/a&gt; – Managing Director of Endrant Studios&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Epic Sound:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Aandersen" target="_blank"&gt;Aandersen&lt;/a&gt; – Asbjoern Andersen, co-founder&lt;br /&gt;
&lt;span&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;span&gt;&lt;strong&gt;Everplay:&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/JussiL" target="_blank"&gt;JussiL&lt;/a&gt; – Jussi Laakkonen, CEO of Everplay&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Flying Lab Software:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/FLS_Rusty" target="_blank"&gt;FLS_Rusty&lt;/a&gt; – CEO of Flying Lab Software&lt;br /&gt;
&lt;a href="http://twitter.com/FLS_Misha" target="_blank"&gt;FLS_Misha&lt;/a&gt; – Producer at FLS&lt;br /&gt;
&lt;a href="http://twitter.com/FLS_Rhaegar" target="_blank"&gt;FLS_Rhaegar&lt;/a&gt; – Tom Atkinson-Edwards, Community Team Lead at FLS&lt;br /&gt;
&lt;a href="http://twitter.com/FLS_Raymond" target="_blank"&gt;FLS_Raymond&lt;/a&gt; – Content Lead at FLS&lt;br /&gt;
&lt;a href="http://twitter.com/FLS_bsharp" target="_blank"&gt;FLS_bsharp&lt;/a&gt; – Art Director at FLS&lt;br /&gt;
&lt;a href="http://twitter.com/FLS_Mat" target="_blank"&gt;FLS_Mat&lt;/a&gt; – Animation Lead at FLS&lt;br /&gt;
&lt;a href="http://twitter.com/FLS_Brady" target="_blank"&gt;FLS_Brady&lt;/a&gt; – Lead Programmer at FLS&lt;br /&gt;
&lt;a href="http://twitter.com/FLS_Fraxl" target="_blank"&gt;FLS_Fraxl&lt;/a&gt; – Associate Producer atFLS&lt;br /&gt;
&lt;a href="http://twitter.com/FLS_Nutch" target="_blank"&gt;FLS_Nutch&lt;/a&gt; – CS Lead at FLS&lt;br /&gt;
&lt;a href="http://twitter.com/FLS_Isildur" target="_blank"&gt;FLS_Isildur&lt;/a&gt; – Lead Designer at FLS&lt;br /&gt;
&lt;a href="http://twitter.com/FLS_Daeke" target="_blank"&gt;FLS_Daeke&lt;/a&gt; – Community Liaison at FLS&lt;br /&gt;
&lt;strong&gt;Four Door Lemon:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Barog" target="_blank"&gt;Barog&lt;/a&gt; – Simon Barratt&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Funcom:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/RagnarTornquist" target="_blank"&gt;RagnarTornquist&lt;/a&gt; – Ragnar Tornquist, developer of The Longest Journey, and Dreamfall&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;GameLayers:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Jah" target="_blank"&gt;Jah&lt;/a&gt; – Jason Hall, developer on PMOG&lt;br /&gt;
&lt;a href="http://twitter.com/PMOG" target="_blank"&gt;PMOG&lt;/a&gt; – Official Twitter account for PMOG&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Gamesville.com:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/chriscummings01" target="_blank"&gt;chriscummings01&lt;/a&gt; – Product Manager for Gamesville.com&lt;br /&gt;
&lt;a href="http://twitter.com/Gamesville" target="_blank"&gt;Gamesville&lt;/a&gt; – Official Twitter account for Gamesville.com&lt;br /&gt;
&lt;strong&gt;Ganz:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Mcleodg" target="_blank"&gt;Mcleodg&lt;/a&gt; – Gord McLeod, Game Designer at Ganz&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Gearbox Software:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/GearboxSoftware" target="_blank"&gt;GearboxSoftware&lt;/a&gt; – Official Twitter account for Gearbox Software&lt;br /&gt;
&lt;a href="http://twitter.com/Pandemicennui" target="_blank"&gt;Pandemicennui&lt;/a&gt; – Allison “ennui” Berryman, Community Manager at Gearbox&lt;br /&gt;
&lt;strong&gt;Halfbrick:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Halfbrick" target="_blank"&gt;Halfbrick&lt;/a&gt; – Official Twitter account for Halfbrick&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Harmonix:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/HMXCasey" target="_blank"&gt;HMXCasey&lt;/a&gt; – Casey, Designer at Harmonix&lt;br /&gt;
&lt;a href="http://twitter.com/johntdrake" target="_blank"&gt;JohntDrake&lt;/a&gt; – John Drake, Director of PR at Harmonix and drummer for The Main Drag&lt;br /&gt;
&lt;a href="http://twitter.com/HarmonixSean" target="_blank"&gt;HarmonixSean&lt;/a&gt; – Sean Baptiste, Community Manager at Harmonix&lt;br /&gt;
&lt;a href="http://twitter.com/jchausse" target="_blank"&gt;JChausse&lt;/a&gt; – Jeff Chausse, Web Director at Harmonix&lt;br /&gt;
&lt;a href="http://twitter.com/dan_schmidt" target="_blank"&gt;Dan_Schmidt&lt;/a&gt; – Dan Schmidt, Game Developer at Harmonix and guitarist for Honest Bob&lt;br /&gt;
&lt;a href="http://twitter.com/cowpiesurprise" target="_blank"&gt;CowPieSurprise&lt;/a&gt; – Rob Weychert, developer at Harmonix&lt;br /&gt;
&lt;a href="http://twitter.com/deliciousbees" target="_blank"&gt;DeliciousBees&lt;/a&gt; – DanT, Senior Designer at Harmonix&lt;br /&gt;
&lt;a href="http://twitter.com/JasonKendall" target="_blank"&gt;JasonKendall&lt;/a&gt; – Jason Kendall, developer at Harmonix&lt;br /&gt;
&lt;a href="http://twitter.com/mattboch" target="_blank"&gt;MattBoch&lt;/a&gt; – Matt Boch, Hardware Creative Designer at Harmonix and Singer/Bassisist/Keyboardist of The Main Drag&lt;br /&gt;
&lt;a href="http://twitter.com/Slapworth" target="_blank"&gt;Slapworth&lt;/a&gt; – Chris Foster, Design Director at Harmonix&lt;br /&gt;
&lt;a href="http://twitter.com/Alex_Navarro" target="_blank"&gt;Alex_Navarro&lt;/a&gt; -&amp;nbsp; Alex Navarro, Moderator at Harmonix and well known for his work at Gamespot.com&lt;br /&gt;
&lt;a href="http://twitter.com/fishmcgill" target="_blank"&gt;fishmcgill&lt;/a&gt; – Harmonix Web Associate Producer&lt;br /&gt;
&lt;a href="http://twitter.com/Tweakin0ut" target="_blank"&gt;Tweakin0ut&lt;/a&gt; – Jason Silva, QA Art System Owner at Harmonix&lt;br /&gt;
&lt;a href="http://twitter.com/Bebop_Monkey" target="_blank"&gt;Bebop_Monkey&lt;/a&gt; – Matt Kelly, Producer&lt;br /&gt;
&lt;strong&gt;Hothead Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Nelsormensch" onclick="javascript:pageTracker._trackPageview ('/outbound/twitter.com');" target="_blank"&gt;Nelsormensch&lt;/a&gt; – Nels Anderson, Programmer&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Incongnito Entertainment&lt;/strong&gt; &lt;span class="fn"&gt;:&lt;/span&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/dylanjobe" target="_blank"&gt;DylanJobe&lt;/a&gt; – Dylan Jobe, Studio Director at Incognito Entertainment&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Infinity Ward:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/infinityward" target="_blank"&gt;InfinityWard&lt;/a&gt; -Infinity Ward’s official Twitter account&lt;br /&gt;
&lt;a href="http://twitter.com/fourzerotwo" target="_blank"&gt;FourZeroTwo&lt;/a&gt; – Robert Bowling, Infinity Ward’s Director of Communications/Community Manager&lt;br /&gt;
&lt;strong&gt;Introversion Software:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/IVSoftware" target="_blank"&gt;IVSoftware&lt;/a&gt; – Official Twitter account for Introversion Software&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Ion Storm:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Harvey1966" target="_blank"&gt;Harvey1966&lt;/a&gt; – Harvey Smith from Ion Storm&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Io Interactive:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Heilemann" target="_blank"&gt;Heilemann&lt;/a&gt; – Michael Heilemann, level designer at Io Interactive&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;JForce Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/JForceGames" target="_blank"&gt;JForceGames&lt;/a&gt; – Official Twitter account for JForce Games&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Jormy:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Jormy" target="_blank"&gt;Jormy&lt;/a&gt; – Official Twitter account for Jormy Games&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Kaos Studios:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/KaosStudios" target="_self"&gt;Kaos Studios&lt;/a&gt; – Kaos Studios’ official Twitter Account&lt;br /&gt;
&lt;a href="http://twitter.com/mjayg" target="_blank"&gt;Mjayg&lt;/a&gt; – Mitch Gross, Community Manager for Kaos Studios&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt; &lt;strong&gt;Klei Entertainment:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/biiigfoot" target="_blank"&gt;biiigfoot&lt;/a&gt; – Founder of Klei Entertainment&lt;br /&gt;
&lt;strong&gt;Krome Studios:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Gazunta" target="_blank"&gt;Gazunta&lt;/a&gt; – Cameron Davis, Lead Designer&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Large Animal Games:&lt;/strong&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/LargeAnimal" target="_blank"&gt;LargeAnimal&lt;/a&gt; – Wade Tinney, CEO of Large Animal Games&lt;/span&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/MattwKelly" target="_blank"&gt;MattwKelly&lt;/a&gt; – Matt Kelly, Server Engineer for Large Animal Games&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Lionhead Studios:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/LionHeadStudios" target="_blank"&gt;LionheadStudios&lt;/a&gt; – Official Twitter account for Lionhead Studios&lt;br /&gt;
&lt;a href="http://twitter.com/paulecoyote" target="_blank"&gt;paulecoyote&lt;/a&gt; – Paul Evans, Programmer at Lionhead Studios&lt;br /&gt;
&lt;a href="http://twitter.com/Alyatirno" target="_blank"&gt;Alyatirno&lt;/a&gt; – Eduardo Hulshof, Gameplay and Cutscene Scripter&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Lucas Arts Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/LucasArtsGames" target="_blank"&gt;LucasArtsGames&lt;/a&gt; – Official Twitter account for Lucas Arts Games&lt;br /&gt;
&lt;a href="http://twitter.com/Carmethene" target="_blank"&gt;Carmethene&lt;/a&gt; – Neil Wakefield, Senior Audio Programmer&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Looking Glass:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="https://twitter.com/Endless_Summer" rel="nofollow"&gt;Endless_Summer&lt;/a&gt; -&amp;nbsp; Austin Grossman from the Looking Glass team&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Macguffin Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/MacguffinGames" target="_blank"&gt;MacguffinGames&lt;/a&gt; – Scott Macmillan, founder at Macguffin Games (indie game startup in Boston)&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Manifest Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/bryanelliott1" target="_blank"&gt;BryanElliott1&lt;/a&gt; – Bryan Elliott, Interactive Brand Strategy for Manifest Games&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Metaplace:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/cuppy" target="_blank"&gt;Cuppy&lt;/a&gt; – Tami Baribeau, Community Manager at Metaplace&lt;br /&gt;
&lt;a href="http://twitter.com/m3mnoch" target="_blank"&gt;m3mnoch&lt;/a&gt; – Christoper Chapman, Director of Web Development at Metaplace&lt;br /&gt;
&lt;a href="http://twitter.com/fleck99pf" target="_blank"&gt;fleck99pf &lt;/a&gt; – Patrick Ferland, Content Developer (and blogger at WorldIV)&lt;br /&gt;
&lt;a href="http://twitter.com/RaphKoster" target="_blank"&gt;RaphKoster&lt;/a&gt; – Raph Koster, CEO&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Microsoft (includes Xbox 360 Division):&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/majornelson" target="_blank"&gt;MajorNelson&lt;/a&gt; – Director of Programming for Xbox Live, AKA “Xbox Live’s Major Nelson”&lt;br /&gt;
&lt;a href="http://twitter.com/trixie360" target="_blank"&gt;Trixie360&lt;/a&gt; – Xbox Live’s Trixie360,&amp;nbsp; Community Manager for Xbox Live&lt;br /&gt;
&lt;a href="http://twitter.com/bastelyon" target="_blank"&gt;Bastelyon&lt;/a&gt; – Tony Hynes, Gamerscore Blog&lt;br /&gt;
&lt;a href="http://twitter.com/Stepto"&gt;Stepto&lt;/a&gt; – StephenToulouse, in charge of Policy and Enforcement for Xbox Live&lt;br /&gt;
&lt;a href="http://twitter.com/SixOkay" target="_blank"&gt;SixOkay&lt;/a&gt; – Justin, Community Manager for the Gears of War franchise&lt;br /&gt;
&lt;a href="http://twitter.com/NelsonRodriguez" target="_blank"&gt;NelsonRodriguez&lt;/a&gt; – Nelson Rodriguez, Gamerscore Blog&lt;br /&gt;
&lt;a href="http://twitter.com/CPaladino" target="_blank"&gt;CPaladino&lt;/a&gt; – Chris Paladino, Gamerscore Blog&lt;br /&gt;
&lt;a href="http://twitter.com/johnnoonan" target="_blank"&gt;JohnNoonan&lt;/a&gt; – John Noonan, Game Developer and host of the Platform Biased podcast from Microsoft Game Studios&lt;br /&gt;
&lt;a href="http://twitter.com/dlangar" target="_blank"&gt;Dlangar&lt;/a&gt; – Dusty Monk, Halo Wars programmer at Ensemble Studios&lt;br /&gt;
&lt;a href="http://twitter.com/XNACommunity" target="_blank"&gt;XNACommunity&lt;/a&gt; – Official Twitter account for the XNA Community Team&lt;br /&gt;
&lt;a href="http://twitter.com/NinjaHarlot" target="_blank"&gt;NinjaHarlot&lt;/a&gt; – Kathleen, XNA Community Manager&lt;br /&gt;
&lt;a href="http://twitter.com/Not3xt" target="_blank"&gt;Not3xt&lt;/a&gt; – Kris Hall, developer at Microsoft in the Xbox 360 division&lt;br /&gt;
&lt;a href="http://twitter.com/W1gg1n" target="_blank"&gt;W1gg1n&lt;/a&gt; – Tom Wiggin, Xbox.com Games and Music Coordinator&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Midway Games:&lt;/strong&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/Aneurexorcyst" target="_blank"&gt;Aneurexorcyst&lt;/a&gt; – Sean Noonan, Mission Designer at Midway Studios Newcastle&lt;/span&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Noobde" target="_blank"&gt;Noobde&lt;/a&gt; – Ed Boon, Co-Creator and Team Lead for Mortal Kombat&lt;br /&gt;
&lt;a href="http://twitter.com/Hecterrific" target="_blank"&gt;Hecterrific&lt;/a&gt; – Hector Sanchez, Producer for Mortal Kombat&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Mind Control Software:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Hunterprime" target="_blank"&gt;Hunterprime&lt;/a&gt; – Ross Sigworth, IT Director at Mind Control Software (Indie Game Dev)&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Mockingbird Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/TroyGilbert" target="_blank"&gt;TroyGilbert&lt;/a&gt; – Troy Gilbert, Co-Founder and Designer/Developer of Mockingbird&lt;br /&gt;
&lt;a href="http://twitter.com/PlayMockingBird" target="_blank"&gt;PlayMockingBird&lt;/a&gt; – Official Twitter account for Mockingbird&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Monolith:&lt;/strong&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/Dayne_McClurg" target="_blank"&gt;Dayne_McClurg&lt;/a&gt; – Dayne McClurg, Community Manager for FEAR 2&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Motus Digital:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/MotusDigital" target="_blank"&gt;MotusDigital&lt;/a&gt; – Official Twitter account for Motus Digital&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Mythic Entertainment:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/JoshDrescher" target="_blank"&gt;JoshDrescher&lt;/a&gt; – Josh Drescher, producer of Warhammer Online&lt;br /&gt;
&lt;a href="http://twitter.com/thatbarnettblok" target="_blank"&gt;Thatbarnettblok&lt;/a&gt; – Paul Barnett, Creative Director for Warhammer Online&lt;br /&gt;
&lt;a href="http://twitter.com/CGouskos" target="_blank"&gt;CGouskos&lt;/a&gt; – &lt;span class="fn"&gt;Carrie Gouskos, Associate Producer at Mythic&lt;/span&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/S_McNair" target="_blank"&gt;S_McNair&lt;/a&gt; – Content Developer at Mythic&lt;br /&gt;
&lt;a href="http://twitter.com/DestinBales" target="_blank"&gt;DestinBales&lt;/a&gt; – Destin Bales, Live Producer&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;NaturalMotion:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/backbreaker" target="_blank"&gt;backbreaker&lt;/a&gt; – Official Twitter account for BackBreaker&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Naughty Dog:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Naughty_Dog" target="_blank"&gt;Naughty_Dog&lt;/a&gt; – Official Twitter account for Naughty Dog&lt;br /&gt;
&lt;a href="http://twitter.com/arne360" target="_blank"&gt;Arne360&lt;/a&gt; – Arne, Marketing/PR guy at Naughty Dog&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;NCSoft:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/GhostRaptor" target="_blank"&gt;GhostRaptor&lt;/a&gt; – Alex Weekes, Territory Franchise Coordinator for City of Heroes&lt;br /&gt;
&lt;a href="http://twitter.com/Aion_En"&gt;Aion_En&lt;/a&gt; – Official Twitter account for Aion North America/UK&lt;br /&gt;
&lt;a href="http://twitter.com/Aion_de" target="_blank"&gt;Aion_de&lt;/a&gt; – Official Twitter account for Aion Germany&lt;br /&gt;
&lt;a href="http://twitter.com/Aion_fr" target="_blank"&gt;Aion_fr&lt;/a&gt; – Official Twitter account for Aion France&lt;br /&gt;
&lt;strong&gt;NDOORS Interactive:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/ChusandJeans" target="_blank"&gt;ChusandJeans&lt;/a&gt; – Dennis Yi, Marking Coordinator&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;NGMoco:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/ngmoco" rel="nofollow"&gt;ngmoco&lt;/a&gt; – Official Twitter account for NGMoco, iPhone game developer&lt;br /&gt;
&lt;a href="http://twitter.com/bluefintoro" rel="nofollow"&gt;bluefintoro&lt;/a&gt; – Alan Yu from NGMoco&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;NinjaBee:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/vcope" target="_blank"&gt;Vcope&lt;/a&gt; – &lt;span class="fn"&gt;Valerie Chapman Cope, &lt;/span&gt; &lt;span class="bio"&gt;PR/marketer for videogame developer NinjaBee&lt;/span&gt;&lt;br /&gt;
&lt;span class="bio"&gt;&lt;a href="http://twitter.com/NinjaBeeGames" target="_blank"&gt;NinjaBeeGames&lt;/a&gt; – Official Twitter account for NinjaBee&lt;/span&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Lanekiri" target="_blank"&gt;Lanekiri&lt;/a&gt; – Lane Kiriyama, NinjaBee CFO&lt;br /&gt;
&lt;a href="http://twitter.com/Gostay" target="_blank"&gt;Gostay&lt;/a&gt; – Steve Taylor, President and Founder&lt;br /&gt;
&lt;strong&gt;Nvidia:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/NvidiaDeveloper" target="_blank"&gt;NvidiaDeveloper&lt;/a&gt; – Official Twitter account for Nvidia announcements relevant to game developers&lt;br /&gt;
&lt;a href="http://twitter.com/LetsKillDave" target="_blank"&gt;LetsKillDave&lt;/a&gt; – David Weller, Developer Programs Manager at Nvidia&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Obsidian Entertainment:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Obsidian_Ent" target="_blank"&gt;Obsidian_Ent&lt;/a&gt; – Official Twitter account for Obsidian Entertainment&lt;br /&gt;
&lt;a href="http://twitter.com/Mikey2x4" target="_blank"&gt;Mikey2×4&lt;/a&gt; – Mikey Dowling, QA Tester&lt;br /&gt;
&lt;a href="http://twitter.com/Gnollsarejerks" target="_blank"&gt;Gnollsarejerks&lt;/a&gt; – Ashley BEtters, QA Tester&lt;br /&gt;
&lt;a href="http://twitter.com/Framerate" target="_blank"&gt;Framerate&lt;/a&gt; – Justin Reynard, Programmer&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;&lt;span class="fn"&gt;Ohai:&lt;/span&gt; &lt;/strong&gt;&lt;br /&gt;
&lt;span class="fn"&gt;&lt;a href="http://twitter.com/hartsman" target="_blank"&gt;Hartsman&lt;/a&gt; – Founder of Ohai (Stealth MMOG startup), Scott Hartsman.&amp;nbsp; Well known for leading the EverQuest 2 team and his work at SOE&lt;/span&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/cjunior" target="_blank"&gt;cjunior&lt;/a&gt; – Chris Junior, game designer at Ohai&lt;br /&gt;
&lt;a href="http://twitter.com/missdoomcookie" target="_blank"&gt;missdoomcookie&lt;/a&gt; – Lindsay Morgan Lockhart&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Phantom Compass:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/TonyWalsh" target="_blank"&gt;TonyWalsh&lt;/a&gt; – Tony Walsh, Founding Director of Toronto-based indie game dev Phantom Compass&lt;br /&gt;
&lt;strong&gt;PMOG:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Jah" target="_blank"&gt;Jah&lt;/a&gt; – Justin Hall, developer on PMOG&lt;br /&gt;
&lt;a href="http://twitter.com/Merci" target="_blank"&gt;Merci&lt;/a&gt; – Merci Grace, designer on PMOG&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Popcap Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/popcap_games" target="_blank"&gt;Popcap_games&lt;/a&gt; – Official Twitter account for Popcap Games&lt;br /&gt;
&lt;a href="http://twitter.com/LBB" target="_blank"&gt;LBB&lt;/a&gt; – PopCap Online Marketing Director&lt;br /&gt;
&lt;a href="http://twitter.com/Giordanobc" target="_blank"&gt;Giordanobc&lt;/a&gt; – Giordano Bruno Contestabile, Senior Director of Business Development – Asia Pacific&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Powerhead Games:&lt;/strong&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/Aniline" target="_blank"&gt;Aniline&lt;/a&gt; – Christy Sawyer, Lead Artist at Powerhead Games&lt;/span&gt;&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/ChrisLamb"&gt;ChrisLamb&lt;/a&gt; – Chris Lamb, Designer at Powerhead Games&lt;/span&gt;&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Propaganda Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/RobertlDavidson" target="_blank"&gt;RobertlDavidson&lt;/a&gt; – Robert Davidson, Lead Game Designer for Propaganda Games&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;PushButton Labs:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/timaste" target="_blank"&gt;timaste&lt;/a&gt; – &lt;span class="fn"&gt;Timothy Aste, developer at PushButton&lt;/span&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/jefftunn" target="_blank"&gt;jefftunn&lt;/a&gt; – &lt;span class="fn"&gt;Jeff Tunnell, developer at PushButton&lt;/span&gt; &lt;a href="http://twitter.com/jefftunn" target="_blank"&gt;&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt; &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/rickoman" target="_blank"&gt;rickoman&lt;/a&gt; – &lt;span class="fn"&gt;Rick Overman, developer at PushButton&lt;/span&gt; &lt;a href="http://twitter.com/rickoman" target="_blank"&gt;&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt; &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/seansulli" target="_blank"&gt;seansulli &lt;/a&gt; – &lt;span class="fn"&gt;Sean Sullivan, developer at PushButton&lt;/span&gt; &lt;a href="http://twitter.com/seansulli" target="_blank"&gt;&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt; &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/bengarney" target="_blank"&gt;bengarney&lt;/a&gt; – Ben Garney, developer at PushButton&lt;br /&gt;
&lt;a href="http://twitter.com/pushbuttonlabs" target="_blank"&gt;pushbuttonlabs&lt;/a&gt; – Official Twitter account for PushButton&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Queasy Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/queasy00" target="_blank"&gt;queasy00&lt;/a&gt; – Jonathan Mak, Queasy Games&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Red Storm Entertainment:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/JunkyardRocket" target="_blank"&gt;JunkyardRocket&lt;/a&gt; – Ryan Leigh, AI Engineer&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Sega:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/SegaAmerica" target="_blank"&gt;SegaAmerica&lt;/a&gt; – Official Twitter account for Sega America&lt;br /&gt;
&lt;a href="http://twitter.com/Phantasystar" target="_blank"&gt;Phantasystar&lt;/a&gt; – Official Twitter account for Phantasy Star&lt;br /&gt;
&lt;a href="http://twitter.com/totalwar" target="_blank"&gt;totalwar&lt;/a&gt; – Official Twitter account for Total War&lt;br /&gt;
&lt;a href="http://twitter.com/valkyriatribune" target="_blank"&gt;valkyriatribune&lt;/a&gt; – Official Twitter account for Valkyria Chronicles&lt;br /&gt;
&lt;strong&gt;Serious Business Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Stanrule1" target="_blank"&gt;Stanrule1&lt;/a&gt; – Andrew Sipotz, Community Manager&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Shattered Reality Interactive:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/DamonG" target="_blank"&gt;DamonG&lt;/a&gt; – Damon, founder of Shattered Reality Interactive(Indie Studio), developers of Kaos War&lt;br /&gt;
&lt;span class="fn"&gt; &lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Slant Six Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/SlantSixGames" target="_blank"&gt;SlantSixGames&lt;/a&gt; – Official Twitter account for Slant Six Games&lt;br /&gt;
&lt;a href="http://twitter.com/DavidSeymour" target="_blank"&gt;DavidSeymour&lt;/a&gt; – David Seymour, Design Director at Slant Six Games&lt;br /&gt;
&lt;a href="http://twitter.com/ZoeFlower" target="_blank"&gt;ZoeFlower&lt;/a&gt; – Media Manager at Slant Six GamesSlant Six Games:&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;
Slipgate Ironworks:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/TheRomero" target="_blank"&gt;TheRomero&lt;/a&gt; – John Romero, famed Game Developer and EVP of Game Development at Slipgate Ironworks&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Splash Damage:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/SplashDamage" target="_blank"&gt;SplashDamage&lt;/a&gt; – Official Twitter account for Splash Damage&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Soldak:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Soldak" target="_blank"&gt;Soldak&lt;/a&gt; – Official Twitter account for Soldak Entertainment&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Sony Online Entertainment:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Brenlo" target="_blank"&gt;Brenlo&lt;/a&gt; – Alan Crosby, Director of Global Community Relations for SOE&lt;br /&gt;
&lt;a href="http://twitter.com/Ashlanne" target="_blank"&gt;Ashlanne&lt;/a&gt; – Amy, Community Manager at SOE&lt;br /&gt;
&lt;a href="http://twitter.com/Free_Realms" target="_blank"&gt;Free_Realms&lt;/a&gt; – Official Twitter account for Free Realms&lt;br /&gt;
&lt;a href="http://twitter.com/raijinn" target="_blank"&gt;Raijinn&lt;/a&gt; – Joel, Community Manager at SOE&lt;br /&gt;
&lt;a href="http://twitter.com/SOEllyra" target="_blank"&gt;SOEllyra&lt;/a&gt; – Community Relations for SOE (Vanguard: Saga of Heroes)&lt;br /&gt;
&lt;a href="http://twitter.com/SOEGordo" target="_blank"&gt;SOEGordo&lt;/a&gt; – Gordo, Community Relations at SOE&lt;br /&gt;
&lt;a href="http://twitter.com/Grimwell" target="_blank"&gt;Grimwell&lt;/a&gt; – Grimwell, Senior Community Relations Manager at SOE&lt;br /&gt;
&lt;a href="http://twitter.com/valara" target="_blank"&gt;Valara&lt;/a&gt; – Community Manaer for Star Wars Galaxies&lt;br /&gt;
&lt;a href="http://twitter.com/feconix" target="_blank"&gt;feconix &lt;/a&gt; – Luke Sigmund, Senior Designer on Free Realms&lt;br /&gt;
&lt;a href="http://twitter.com/autenil" target="_blank"&gt;autenil&lt;/a&gt; – Josh Kriegshauser, Tech director on EQ2&lt;a href="http://twitter.com/missdoomcookie" target="_blank"&gt;&lt;br /&gt;
&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Eovania" target="_blank"&gt;Eovania&lt;/a&gt; – Vanessa Barrera, Internat. Community Relations (German Speaking Communities)&lt;br /&gt;
&lt;span&gt;&lt;a href="http://twitter.com/Momochii" target="_blank"&gt;Momochii&lt;/a&gt; – Momochi, Japanese Community Relations at SOE&lt;/span&gt;&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Sony:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Qore" target="_blank"&gt;Qore&lt;/a&gt; – Official Twitter account for Qore&lt;br /&gt;
&lt;a href="http://twitter.com/Veronica" target="_blank"&gt;Veronica&lt;/a&gt; – Veronica Belmont, Host of Qore&lt;br /&gt;
&lt;a href="http://twitter.com/SonyPlayStation" target="_blank"&gt;SonyPlayStation&lt;/a&gt; – Official Twitter account for SCEA&lt;br /&gt;
&lt;a href="http://twitter.com/JonathanHawkins" target="_blank"&gt;JonathanHawkins&lt;/a&gt; – Jonathan Hawkins, Level Designer for God of War 2 and 3 at Sony Santa Monica&lt;br /&gt;
&lt;a href="http://twitter.com/SamProtagonist" target="_blank"&gt;SamProtagonist&lt;/a&gt; – Sam Bennett, Senior Community Development Manager at Sony Computer Entertainment&lt;br /&gt;
&lt;a href="http://twitter.com/Zakupilot256" target="_blank"&gt;Zakupilot256&lt;/a&gt; – Marcello Lagosh, Marketing Assistant at SCEA&lt;br /&gt;
&lt;a href="http://twitter.com/JonathanHawkins" onclick="javascript:pageTracker._trackPageview ('/outbound/twitter.com');" target="_blank"&gt;JonathanHawkins&lt;/a&gt; – Jonathan Hawkins, Level Designer for God of War 2 and 3 at Sony Santa Monica and worked on God of War 1.&lt;br /&gt;
&lt;a href="http://twitter.com/LarryD" target="_blank"&gt;LarryD&lt;/a&gt; – Lawrence Docherty, Programmer at SCEE&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;SouthPeak Games&lt;/strong&gt; :&lt;br /&gt;
&lt;a href="http://twitter.com/SouthPeakGames" target="_blank"&gt;SouthPeakGames&lt;/a&gt; – Official Twitter Account for SouthPeak Games&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Splitscreen Studios:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/markbuchholz" target="_blank"&gt;markbuchholz&lt;/a&gt; – Mark Buchholz, Founder and CTO of &lt;a href="http://www.facebook.com/pages/Hamburg/Splitscreen-Studios-Hamburg/44142581729" target="_blank"&gt;Splitscreen Studios&lt;/a&gt; (Small studio who makes browser based MMOGs)&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Stardock Entertainment:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/stardock" target="_blank"&gt;Stardock&lt;/a&gt; – Official Twitter account for Stardock&lt;br /&gt;
&lt;a href="http://twitter.com/mittense" target="_blank"&gt;mittense&lt;/a&gt; – Trent Polack, Game Developer at Stardock&lt;br /&gt;
&lt;a href="http://twitter.com/ImpulseDriven" target="_blank"&gt;ImpulseDriven&lt;/a&gt; – Official Twitter account for Stardock’s game distribution platform “Impulse”&lt;br /&gt;
&lt;a href="http://twitter.com/islanddog" target="_blank"&gt;islanddog&lt;/a&gt; – Technology Evangelist/Blogger at Stardock&lt;br /&gt;
&lt;a href="http://twitter.com/Zoomba" target="_blank"&gt;Zoomba&lt;/a&gt; – Michael Crassweller, Digital Publishing (Impulse) at Stardock&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Streaming Colour Studios&lt;/strong&gt; :&lt;br /&gt;
&lt;a href="http://twitter.com/OwenGoss" target="_blank"&gt;OwenGoss&lt;/a&gt; – Owen Goss, Founder of Streaming Colour Studios&lt;br /&gt;
&lt;strong&gt;Suggestive Content Interactive:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Godsized" target="_blank"&gt;Godsized&lt;/a&gt; – Dave Haas, Creative Director&lt;br /&gt;
&lt;strong&gt;Tale of Tales:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/TaleofTales" target="_blank"&gt;TaleofTales&lt;/a&gt; – Official Twitter account for Tale of Tales&lt;br /&gt;
&lt;strong&gt;Telltale Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/TelltaleGames" target="_blank"&gt;TelltaleGames&lt;/a&gt; – Official Twitter account for Telltale Games&lt;br /&gt;
&lt;a href="http://twitter.com/Seanovanaman" target="_blank"&gt;Seanovanaman&lt;/a&gt; – Sean Vanaman, Writer/Designer at Telltale Games&lt;br /&gt;
&lt;strong&gt;ThatGameCompany:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/JenovaChen" target="_blank"&gt;JenovaChen&lt;/a&gt; – Developer at ThatGameCompany&lt;br /&gt;
&lt;strong&gt;THQ:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/t_ryan_arnold" target="_blank"&gt;t_ryan_arnold&lt;/a&gt; – Ryan Arnold, THQ QA Database Administrator&lt;br /&gt;
&lt;a href="http://twitter.com/Scapes" target="_blank"&gt;Scapes&lt;/a&gt; – Evan Berman, Community Manager for THQ*ICE&lt;br /&gt;
&lt;strong&gt;Three Melons:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/BatMelon" target="_blank"&gt;BatMelon&lt;/a&gt; – Mariano Suarez Battan, CEO&lt;br /&gt;
&lt;a href="http://twitter.com/threemelons" target="_blank"&gt;ThreeMelons&lt;/a&gt; – Official Twitter account for Three Melons&lt;br /&gt;
&lt;a href="http://twitter.com/liondart" rel="nofollow"&gt;liondart&lt;/a&gt; – Lead Artist at Three Melons&lt;br /&gt;
&lt;strong&gt;Titan Studios:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Mundinator" target="_blank"&gt;Mundinator&lt;/a&gt; – John Mundy, Senior Designer on Fat Princess&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Torus Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/TrentKusters" target="_blank"&gt;&lt;br /&gt;
TrentKusters&lt;/a&gt; – Trent Kusters, Designer at Torus Games&lt;br /&gt;
&lt;strong&gt;Treyarch:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/jd_2020" target="_blank"&gt;JD_2020&lt;/a&gt; -&amp;nbsp;Josh Olin, Community Manager for Call of Duty: World at War&lt;br /&gt;
&lt;strong&gt;Tuna Technologies:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/CletusClay" target="_blank"&gt;CletusClay&lt;/a&gt; – Official Twitter account for Cletus Clay&lt;br /&gt;
&lt;a href="http://twitter.com/Newretro" target="_blank"&gt;Newretro&lt;/a&gt; – Alex Amsel, Managing Director&lt;br /&gt;
&lt;a href="http://twitter.com/Andrewcrawshaw" target="_blank"&gt;Andrewcrawshaw&lt;/a&gt; – Andrew Crawshaw, Creative Director&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Ubisoft:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/FragDolls" target="_blank"&gt;FragDolls&lt;/a&gt; – Official Twitter account for the Frag Dolls&lt;br /&gt;
&lt;strong&gt;Vae Victis Studio:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/VaeVictisGames" target="_blank"&gt;VaeVictisGames&lt;/a&gt; – Official Twitter account for Vae Victis&lt;br /&gt;
&lt;a href="http://twitter.com/itomi" target="_blank"&gt;itomi&lt;/a&gt; – Antonio Moro, Creative Director at Vae Victis&lt;br /&gt;
&lt;strong&gt;Veiled Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/VeiledGames" target="_blank"&gt;VeiledGames&lt;/a&gt; – Evan, Lead Designer at Veiled Games&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Vivox:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/AutumnKiss" target="_self"&gt;AutumnKiss&lt;/a&gt; – Community Manager for Vivox&lt;br /&gt;
&lt;a href="http://twitter.com/mbellows" target="_blank"&gt;mbellows&lt;/a&gt; – Matthew Bellows, VP of Consumer Strategy at Vivox&lt;br /&gt;
&lt;strong&gt;WB Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/BenLile" target="_blank"&gt;BenLile&lt;/a&gt; – Ben Lile, Usability Manager at WB Games&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;ADD Game Studios:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/avinash_m" target="_blank"&gt;Avinash_m&lt;/a&gt; – Founder and Game Developer&lt;strong&gt;&lt;br /&gt;
&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Webcarzz:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Webcarzz" target="_blank"&gt;Webcarzz&lt;/a&gt; – Official Twitter account for Webcarzz&lt;br /&gt;
&lt;strong&gt;Wolfire Games:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/Wolfire" target="_blank"&gt;Wolfire&lt;/a&gt; – Official Twitter account for Wolfire Games, ran by Jeffrey Rosen&lt;br /&gt;
&lt;span class="fn"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Unannounced Studios, Independent Game Devs/Industry folks:&lt;/strong&gt;&lt;br /&gt;
&lt;a href="http://twitter.com/CuppaJo_ATX" target="_blank"&gt;CuppaJo_ATX&lt;/a&gt; – April Burba, formerly of NCSoft, now at an unnamed studio working on an unnamed project.&lt;br /&gt;
&lt;a href="http://twitter.com/jeremypreacher" target="_blank"&gt;jeremypreacher&lt;/a&gt; – Jeremy Preacher, former Community Manager for UO, now LFG&lt;br /&gt;
&lt;a href="http://twitter.com/clevercelt" target="_blank"&gt;clevercelt&lt;/a&gt; – Video Game Consultant&lt;br /&gt;
&lt;a href="http://twitter.com/JurieOnGames" target="_blank"&gt;JurieOnGames&lt;/a&gt; – Jurie Horneman, free-lance game designer/Producer&lt;br /&gt;
&lt;a href="http://twitter.com/MrNokill" target="_blank"&gt;MrNokill&lt;/a&gt; – Arjen Meijer, Game Designer&lt;br /&gt;
&lt;a href="http://twitter.com/EgoAnt" target="_blank"&gt;EgoAnt&lt;/a&gt; – Aaron Clifford&lt;br /&gt;
&lt;a href="http://twitter.com/Zaphodgjd" target="_blank"&gt;Zaphodgjd&lt;/a&gt; – Graeme Devine, Lead writer on Halo Wars, formally Microsoft/Ensemble Studios&lt;br /&gt;
&lt;a href="http://twitter.com/NoobCakes" target="_blank"&gt;NoobCakes&lt;/a&gt; – Steve Cantu, former UI Artist for Treyarch and currently a freelance UI artist/graphic designer&lt;br /&gt;
&lt;a href="http://twitter.com/AdrianCrook" target="_blank"&gt;AdrianCrook&lt;/a&gt; – Adrian Crook, independent developer/industry consultant&lt;br /&gt;
&lt;a href="http://twitter.com/AiGameDev" target="_blank"&gt;AiGameDev&lt;/a&gt; – Alex Champandard, Game AI Consultant&lt;br /&gt;
&lt;a href="http://twitter.com/Amely" target="_blank"&gt;Amely&lt;/a&gt; – Anne Toole, co-founder of Writers Cabal, contract game writer and designer&lt;br /&gt;
&lt;a href="http://twitter.com/CorvusE" target="_blank"&gt;CorvusE&lt;/a&gt; – Corvus Elrod, freelance writer and indie game designer&lt;br /&gt;
&lt;a href="http://twitter.com/ChrisTilton" target="_blank"&gt;ChrisTilton&lt;/a&gt; – Chris Tilton, freelance music composer&lt;br /&gt;
&lt;a href="http://twitter.com/ElvishParsley" target="_blank"&gt;ElvishParsley&lt;/a&gt; – Justin Webb, senior designer at TenCent Boston&lt;br /&gt;
&lt;a href="http://twitter.com/Zoombapup" target="_blank"&gt;Zoombapup&lt;/a&gt; – Phil Carlisle&lt;br /&gt;
&lt;a href="http://twitter.com/JackalShorns" target="_blank"&gt;JackalShorns&lt;/a&gt; – Jason Schklar, Freelance Game and User Experience Consultant&lt;br /&gt;
&lt;a href="http://twitter.com/GetOurArcade" target="_blank"&gt;GetOurArcade&lt;/a&gt; – Will Brierly, creator of arcade game “Get Outta My Face”&lt;br /&gt;
&lt;a href="http://twitter.com/Havchr" target="_blank"&gt;Havchr&lt;/a&gt; – Havard Christensen, co-founder of Tumbleweed Interactive&lt;br /&gt;
&lt;a href="http://twitter.com/ITS_Invisible" target="_blank"&gt;ITS_Invisible&lt;/a&gt; – Michael Grand, Lead Programmer of IfThen Software LLC&lt;br /&gt;
&lt;a href="http://twitter.com/gambrinous" target="_blank"&gt;gambrinous&lt;/a&gt; – Official Twitter account for Gambrinous&lt;br /&gt;
&lt;a href="http://twitter.com/GamesWriting" target="_blank"&gt;GamesWriting&lt;/a&gt; – James Parker, Freelance Script Writer/Designer&lt;br /&gt;
&lt;a href="http://twitter.com/GBGames" target="_blank"&gt;GBGames&lt;/a&gt; – Gianfranco, Owner of GBGames, LLC&lt;br /&gt;
&lt;a href="http://twitter.com/A_steroid" target="_blank"&gt;A_steroid&lt;/a&gt; – Andrey Podoprigora, Head of A-Steroids&lt;br /&gt;
&lt;a href="http://twitter.com/Rockjaw" target="_blank"&gt;Rockjaw&lt;/a&gt; – Stephen Reid, ex-NCSoft Europe Community and Content guy&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-172282639754247940?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/bzaGSzyb58iFMPDmArvoumK5H9A/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/bzaGSzyb58iFMPDmArvoumK5H9A/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AddGameStudios/~4/IsyRhjSXSsk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://addgamestudios.blogspot.com/feeds/172282639754247940/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://addgamestudios.blogspot.com/2010/03/gaming-industry-twitters.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/172282639754247940?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5290782483394833049/posts/default/172282639754247940?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/AddGameStudios/~3/IsyRhjSXSsk/gaming-industry-twitters.html" title="Gaming Industry Twitters" /><author><name>Avinash M</name><uri>http://www.blogger.com/profile/12344784333790733161</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="21" height="32" src="http://1.bp.blogspot.com/_rFPFru09gSQ/TKRyAH0iQgI/AAAAAAAABAM/nlvD9fjqW8Q/S220/35289_419867187009_598687009_4469718_4220898_n.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://addgamestudios.blogspot.com/2010/03/gaming-industry-twitters.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEUMQ308fSp7ImA9WxBbFUk.&quot;"><id>tag:blogger.com,1999:blog-5290782483394833049.post-6985202627661854433</id><published>2010-03-13T21:58:00.000-08:00</published><updated>2010-03-13T21:58:02.375-08:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-03-13T21:58:02.375-08:00</app:edited><title>Gears of War 3 Tech Demo</title><content type="html">&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://cache.gawkerassets.com/assets/images/9/2010/03/500x_foliagedemoshot_01-w800.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://cache.gawkerassets.com/assets/images/9/2010/03/500x_foliagedemoshot_01-w800.jpg" vt="true" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;Gears of War creators showed their latest upgraded to their Unreal game engine at GDC. Take a look at some footage featuring a brumak famous from the Gears of War series&lt;/div&gt;Gears of War creators showed their latest upgraded to their Unreal game engine at GDC. Take a look at some footage featuring a brumak famous from the Gears of War series&lt;br /&gt;
&lt;br /&gt;
This is sneak peak at Gears 3. Incredible scenes :)&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://kotaku.com/5491401/gears-of-war-creators-new-tech-sure-to-inspire-sequel-guesswork"&gt;http://kotaku.com/5491401/gears-of-war-creators-new-tech-sure-to-inspire-sequel-guesswork&lt;/a&gt;&lt;br /&gt;
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&lt;div style="padding: 5px 0pt 12px;"&gt;View more &lt;a href="http://www.slideshare.net/"&gt;presentations&lt;/a&gt; from &lt;a href="http://www.slideshare.net/apex123"&gt;apex123&lt;/a&gt;.&lt;a href="http://www.amazon.com/GPU-Gems-Programming-High-Performance-General-Purpose/dp/0321335597?ie=UTF8&amp;amp;tag=avinselfimpra-20&amp;amp;link_code=btl&amp;amp;camp=213689&amp;amp;creative=392969" target="_blank"&gt;GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation&lt;/a&gt;&lt;img alt="" border="0" height="1" src="http://www.assoc-amazon.com/e/ir?t=avinselfimpra-20&amp;amp;l=btl&amp;amp;camp=213689&amp;amp;creative=392969&amp;amp;o=1&amp;amp;a=0321335597" style="border: medium none ! important; margin: 0px ! important; padding: 0px ! important;" width="1" /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-4425287953337602131?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
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                  |                              &lt;a href="http://developer.nvidia.com/object/device_ids.html" onclick="s_objectID=&amp;quot;http://developer.nvidia.com/object/device_ids.html_1&amp;quot;;return this.s_oc?this.s_oc(e):true"&gt;Device IDs&lt;/a&gt;                   |                              &lt;a href="http://developer.nvidia.com/object/sdk_home" onclick="s_objectID=&amp;quot;http://developer.nvidia.com/object/sdk_home_1&amp;quot;;return this.s_oc?this.s_oc(e):true"&gt;NVIDIA SDK&lt;/a&gt;                   |                    &lt;a href="http://developer.nvidia.com/page/directx.html" onclick="s_objectID=&amp;quot;http://developer.nvidia.com/page/directx.html_2&amp;quot;;return this.s_oc?this.s_oc(e):true"&gt;DirectX&lt;/a&gt;                   |                    &lt;a href="http://developer.nvidia.com/object/cg_toolkit.html" onclick="s_objectID=&amp;quot;http://developer.nvidia.com/object/cg_toolkit.html_2&amp;quot;;return this.s_oc?this.s_oc(e):true"&gt;Cg&lt;/a&gt; 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&lt;/div&gt;DICE 2010 Videos from G4TV&lt;a href="http://g4tv.com/dice2010/videos/"&gt; http://g4tv.com/dice2010/videos/&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-4882655724456682343?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;div style="text-align: center;"&gt;Video Description: Carnegie Mellon University Professor, Jesse Schnell, dives into a world of game development which will emerge from the popular "Facebook Games" era.&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" height="418" id="VideoPlayerLg44285" width="480"&gt;&lt;param name="movie" value="http://g4tv.com/lv3/44285" /&gt;&lt;param name="allowScriptAccess" value="always" /&gt;&lt;param name="allowFullScreen" value="true" /&gt;&lt;embed src="http://g4tv.com/lv3/44285" type="application/x-shockwave-flash" name="VideoPlayer" width="480" height="382" allowScriptAccess="always" allowFullScreen="true" /&gt;&lt;/object&gt;&lt;/div&gt;&lt;div style="color: #ff9b00; font-family: Arial,sans-serif; font-size: 12px; margin: 0pt; text-align: center; width: 480px;"&gt;&lt;a href="http://g4tv.com/games/pc/index" style="color: #ff9b00;" target="_blank"&gt;PC Games&lt;/a&gt; - &lt;a href="http://g4tv.com/e32010" style="color: #ff9b00;" target="_blank"&gt;E3 2010&lt;/a&gt; - &lt;a href="http://g4tv.com/games/xbox-360/30835/alan-wake/index" style="color: #ff9b00;" target="_blank"&gt;Alan Wake&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;Video Description:&lt;/b&gt; Remedy Entertainment President Matias Myllyrinne discusses the method to the madness that is the long-haul developmental process of the long-awaited, psychological action thriller, Alan Wake.&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;/div&gt;&lt;div class="entry-more"&gt;                                    &lt;span style="text-decoration: underline;"&gt;NEWS RESOURCES:&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;Aggregators:&lt;/strong&gt;&lt;br /&gt;
Aggregators gather news from a variety of sources. They're invaluable for getting good information. &lt;ul&gt;&lt;li&gt;&lt;a href="http://www.gametab.com/" target="_BLANK"&gt;Gametab&lt;/a&gt; - News aggregator combining many sources and filtering options.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.virginworlds.com/" target="_BLANK"&gt;Virgin Worlds&lt;/a&gt; - News aggregation, blogs, and more on MMOs.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;General News:&lt;/strong&gt;&lt;br /&gt;
These sites are general news sites that are useful for keeping up on game news and related information. Some also include a career focus. &lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.aeropause.com/" target="_BLANK"&gt;Aeropause&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.computerandvideogames.com/" target="_BLANK"&gt;Computer And Videogames&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.crispygamer.com/" target="_BLANK"&gt;CrispyGamer&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.destructoid.com/" target="_BLANK"&gt;Destructoid&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.escapistmagazine.com/" target="_BLANK"&gt;Escapist Magazine&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.evilavatar.com/" target="_BLANK"&gt;Evil Avatar&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.joystiq.com/" target="_BLANK"&gt;Joystiq&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.kotaku.com/" target="_BLANK"&gt;Kotaku&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.next-gen.biz/" target="_BLANK"&gt;Edge Magazine&lt;/a&gt; - The website of Edge Magazine, with game reviews, news, information, videos, and more. Also includes career and industry information.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.n4g.com/" target="_BLANK"&gt;N4G&lt;/a&gt; - News on gaming, from platform news to generalinformation, to the industry and careers&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Specialized News And Subjects:&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.adventuregamers.com/" target="_BLANK"&gt;Adventuregamers&lt;/a&gt; - A game site focused on adventure games.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.argn.com/" target="_BLANK"&gt;Alternate Reality Gaming Network&lt;/a&gt; - A site about Alternate Reality Games, an often ignored subset of games.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.insidesocialgames.com/" target="_BLANK"&gt;Inside Social Games&lt;/a&gt; - Social game news and analysis&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.rpgamer.com/" target="_BLANK"&gt;RPGamer&lt;/a&gt; - RPG-focused news, reviews, and game information.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.wargamer.com/" target="_BLANK"&gt;Waragmer&lt;/a&gt; - A general site on wargames, from reviews to columns and more.&lt;/li&gt;
&lt;/ul&gt;&lt;span style="text-decoration: underline;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;span style="text-decoration: underline;"&gt;&lt;/span&gt;&lt;span style="text-decoration: underline;"&gt;CAREERS:&lt;/span&gt;&lt;br /&gt;
These sites provide general and specific career information. &lt;ul&gt;&lt;li&gt;&lt;a href="http://www.gamasutra.com/" target="_BLANK"&gt;GamaSutra&lt;/a&gt; - Game industry news, features, articles, and resources. Must-visit for came careerists&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamecareerguide.com/" target="_BLANK"&gt;Game Career Guide&lt;/a&gt; - Career resources for people interested in or in the game industry.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedevmap.com/" target="_BLANK"&gt;Game Dev Map&lt;/a&gt; - A worldwide map to help you pinpoint game-industry-intensive locations.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamesindustry.biz/" target="_BLANK"&gt;Games Industry Biz&lt;/a&gt; - News, features, jobs and more for game professionals.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.videogametesterhub.com/" target="_BLANK"&gt;Video Game Tester Hub&lt;/a&gt; - One of the rare sites for video game testers out there.&lt;/li&gt;
&lt;/ul&gt;&lt;span style="text-decoration: underline;"&gt;CAREER-SPECIFIC:&lt;/span&gt;&lt;br /&gt;
Sites and blogs that focus on career-specific areas of gaming. &lt;iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=avinselfimpra-20&amp;amp;o=1&amp;amp;p=8&amp;amp;l=bpl&amp;amp;asins=142837647X&amp;amp;fc1=000000&amp;amp;IS2=1&amp;amp;lt1=_blank&amp;amp;m=amazon&amp;amp;lc1=0000FF&amp;amp;bc1=000000&amp;amp;bg1=FFFFFF&amp;amp;f=ifr" style="height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"&gt;&lt;/iframe&gt; &lt;strong&gt;Animation:&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.animationarena.com/" target="_BLANK"&gt;Animation Arena&lt;/a&gt; - An animation-oriented website that covers all kinds of animation, but includes a subsection on games.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Art:&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.game-artist.net/forums/" target="_BLANK"&gt;Game Artist&lt;/a&gt; - Forums for discussion among those working in game art.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gameartisans.org/" target="_blank"&gt;Game Artisans&lt;/a&gt; - A community for game artists.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://lostgarden.com/" target="_BLANK"&gt;Lost Garden&lt;/a&gt; - A blog on art, game design, and the art of game design itself, with some very in-depth analyses.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.thejonjones.com/" target="_BLANK"&gt;The Jon Jones&lt;/a&gt; - Not the Martian Manhunter, but an artist who discusses game art, and art in general.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Design:&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://agamesdesignblog.com/" target="_BLANK"&gt;A Game Design Blog&lt;/a&gt; - Games and development, ranging from tutorials to analysis from Robert Hale.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://bbrathwaite.wordpress.com/" target="_BLANK"&gt;Applied Game Design&lt;/a&gt; - Brenda Brathwaite and guests discuss game design.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.brianshurtleff.com/blog.html" target="_BLANK"&gt;Brian Shurtleff&lt;/a&gt; - Brian Shurtleff blogs on game design and more, covering theory, review, opinion, and history.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.designer-notes.com/" target="_BLANK"&gt;Designer Notes&lt;/a&gt; - A blog on game design. Updated intermittently, often in-depth.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.eldergame.com/" target="_BLANK"&gt;Eldergame&lt;/a&gt; - MMO games,theory, and analysis&lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamedesignaspect.blogspot.com/" target="_BLANK"&gt;Game Design Aspect&lt;/a&gt; - Serious thought on game design and what it means.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedevblog.com/" target="_BLANK"&gt;Game Dev Blog&lt;/a&gt; - Discussions of design and related things from Jamie Fristrom.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://indigostatic.wordpress.com/" target="_BLANK"&gt;Indigo Static&lt;/a&gt; - Game design, game flow, player buy-in, and more analyzed.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://mikedarga.blogspot.com/" target="_BLANK"&gt;Mike Darga&lt;/a&gt; - Analysis of game designs, techniques, markets, and more from an experienced professional&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.mygamestudies.com/" target="_BLANK"&gt;My Game Studies&lt;/a&gt; - Aki Järvinen analyzes games and design in-depth.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.psychochild.org/" target="_BLANK"&gt;Psychochild&lt;/a&gt; - Games, careers, interesting news, and breaking-in advice.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.raphkoster.com/" target="_BLANK"&gt;Raph Koster&lt;/a&gt; - Design, theory, and more.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://particleghost.blogspot.com/" target="_BLANK"&gt;Screen Play&lt;/a&gt; - Discussion of design and design process, including the development of internal processes.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.sirlin.net/" target="_BLANK"&gt;Sirlin.Net&lt;/a&gt; - A blog on game design and more, including more than video games. Broad coverage. Has forum community.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://t-machine.org/" target="_BLANK"&gt;T-Machine&lt;/a&gt; - A blog of game design, technology, theory, and predictions, with business-savvy analysis.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://teachingdesign.blogspot.com/" target="_BLANK"&gt;Teaching Game Design&lt;/a&gt; - A blog on game design, technique, and process. Contains some in-depth analyses and advice.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.zenofdesign.com/" target="_BLANK"&gt;Zen of Design&lt;/a&gt; - Damion Schublert's blog on game design and his advice.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Development:&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.devmaster.net/" target="_BLANK"&gt;Devmaster&lt;/a&gt; - A site dedicated to serious game development and developer careers. A heavy focus on technology.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.emanueleferonato.com/" target="_BLANK"&gt;Emanuele Feronato's Blog&lt;/a&gt; - A serious blog on professional gaming issues.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamedev.net/" target="_BLANK"&gt;GameDev&lt;/a&gt; - A community and resource for game developers, providing a wide variety of supporting tools and information.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamedevblog.com/" target="_BLANK"&gt;Game Dev Blog&lt;/a&gt; - Jamie Fristrom discusses wide-ranging topics on games and game development.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.magicalwasteland.com/" target="_BLANK"&gt;Magical Wasteland&lt;/a&gt; - Writer and Indie Game Dev Matthew Burns' blog on games and their developments.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.notesongamedev.net/" target="_BLANK"&gt;Notes On Game Dev&lt;/a&gt; - Game development blog supported by a variety of guest authors, focusing onmultiple subjects.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.worch.com/blog/" target="_BLANK"&gt;Worch.Com&lt;/a&gt; - Matthias Worch discusses game design as well as his own life.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Graphics:&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://c0de517e.blogspot.com/" target="_BLANK"&gt;C0de517e&lt;/a&gt; - Serious graphic discussion from a render engineer.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://diaryofagraphicsprogrammer.blogspot.com/" target="_BLANK"&gt;Diary of a Graphics Programmer&lt;/a&gt; - A graphics programmer talks about his job, experience, projects, and ideas. This includes extremely technical discussions&lt;/li&gt;
&lt;li&gt;&lt;a href="http://graphicrants.blogspot.com/" target="_BLANK"&gt;Graphic Rants&lt;/a&gt; - Discussions of graphics in games and more, from Lead Graphics programmer Brian Karis.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.realtimerendering.com/blog/" target="_BLANK"&gt;Real Time Rendering&lt;/a&gt; - Based around a book, the blog contains a variety of related information, from reccomended links to talk on conferences.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://sandervanrossen.blogspot.com/" target="_BLANK"&gt;Sander Van Rossen&lt;/a&gt; - Discussion of graphics and art in a friendly, open manner.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;&lt;iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=avinselfimpra-20&amp;amp;o=1&amp;amp;p=8&amp;amp;l=bpl&amp;amp;asins=0072226609&amp;amp;fc1=000000&amp;amp;IS2=1&amp;amp;lt1=_blank&amp;amp;m=amazon&amp;amp;lc1=0000FF&amp;amp;bc1=000000&amp;amp;bg1=FFFFFF&amp;amp;f=ifr" style="height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"&gt;&lt;/iframe&gt;Production and Management:&lt;/strong&gt;&lt;br /&gt;
If you do production or management in gaming, you'll also want to check out other resources outside of the industry such as those on agile development, project management, and more. &lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://blog.agilegamedevelopment.com/index.html" target="_BLANK"&gt;Agile Game Development&lt;/a&gt; - The blog of Clinton Keith, who specializes in teaching and writing about Agile Management in game development. Steve took one of his classes and was very impressed.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gameproducer.net/" target="_BLANK"&gt;GameProducer.Net&lt;/a&gt; - Analyses, predictions, and thoughts on game production, along with other related advice.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Technology - Artificial Intelligence:&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://aigamedev.com/" target="_BLANK"&gt;AI Game Dev&lt;/a&gt; - A site and community for people developing game AI&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.ai-blog.net/" target="_BLANK"&gt;Game/AI&lt;/a&gt; - AI development, as well as posts on other relevant issues.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Technology - Flash&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.8bitrocket.com/" target="_BLANK"&gt;8 Bit Rocket&lt;/a&gt; - A site focusing mostly on flash and silverlight, with a tendancy to retrogaming. Also has tutorials&lt;/li&gt;
&lt;li&gt;&lt;a href="http://freelanceflashgames.com/" target="_BLANK"&gt;Freelance Flash Games&lt;/a&gt; - A site for Flash game design and programming with a great deal of well-organized information&lt;/li&gt;
&lt;li&gt;&lt;a href="http://blog.iainlobb.com/" target="_BLANK"&gt;Ian Lobb&lt;/a&gt; - A blog on flash programming, mixed with reviews, thoughts, and reminces on gaming.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamedev.michaeljameswilliams.com/" target="_BLANK"&gt;Michael James Williams&lt;/a&gt; - A website on Flash game design, including tutorials and more.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Indie Games and Game Development:&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://gamesfromwithin.com/" target="_BLANK"&gt;Games From Within&lt;/a&gt; - A site focused on indie iPhone development.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.indiegames.com/" target="_BLANK"&gt;Indie Games&lt;/a&gt; - Indie game news, reviews, jobs, and more&lt;/li&gt;
&lt;li&gt;&lt;a href="http://playthisthing.com/" target="_BLANK"&gt;Play This Thing&lt;/a&gt; - Indie game ideas, reviews, and thoughts&lt;/li&gt;
&lt;/ul&gt;&lt;span style="text-decoration: underline;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;span style="text-decoration: underline;"&gt;&lt;/span&gt;&lt;span style="text-decoration: underline;"&gt;GAMES, DISCUSSION, THEORY, AND ANALYSIS:&lt;/span&gt;&lt;br /&gt;
&lt;strong&gt;General Game Discussion:&lt;/strong&gt;&lt;br /&gt;
General websites, mostly blogs, that discuss gaming, game information, theory, and more. These vary widely in subject matter. &lt;ul&gt;&lt;li&gt;&lt;a href="http://www.brainygamer.com/" target="_BLANK"&gt;Brainy Gamer&lt;/a&gt; - Games, theory, analysis, reviews, and much more. Provides interesting insight on games and gameplay.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.brettdouville.com/" target="_BLANK"&gt;Brett's Footnotes&lt;/a&gt; - General thoughts on gaming and media.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://cathodetan.blogspot.com/" target="_BLANK"&gt;Cathode Tan&lt;/a&gt; - Broad and deep analysis of many aspects of gaming, game design, and the game industry.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://blogs.theage.com.au/digital-life/screenplay/" target="_BLANK"&gt;Digital Life&lt;/a&gt; - A blog on games, trends, and more, from australia.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://fidgit.com/" target="_BLANK"&gt;Fidgit&lt;/a&gt; - SyFy's game-oriented blog/site. Includes some news, analysis, and more.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://planetromero.com/" target="_BLANK"&gt;Planet Romero&lt;/a&gt; - John Romero discusses various aspects of gaming, from classic games to current games, theory to amusing trivia, in-depth technology to art.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.realitypanic.com/" target="_BLANK"&gt;Reality Panic&lt;/a&gt; - Games, economics, and the blogger's love of travel.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://tobolds.blogspot.com/" target="_BLANK"&gt;Tobolds&lt;/a&gt; - Reviews, commentary, theory on MMOs.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.polycat.net/" target="_BLANK"&gt;Trent Polack's Blog&lt;/a&gt; - A blog on game design, analysis, and more&lt;/li&gt;
&lt;li&gt;&lt;a href="http://junctionpoint.wordpress.com/" target="_BLANK"&gt;Warren Spector's Blog&lt;/a&gt; - The blog of the famous game pro.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Academics:&lt;/strong&gt;&lt;br /&gt;
Academic discussion, study, and analysis of games. &lt;ul&gt;&lt;li&gt;&lt;a href="http://gtmachinimablog.lcc.gatech.edu/" target="_BLANK"&gt;FreePixel&lt;/a&gt; - Games as part of "moving image" culture - movies, etc.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://gamestudies.org/" target="_BLANK"&gt;Game Studies&lt;/a&gt; - Site of a journal to discuss and study games.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gameology.org/" target="_BLANK"&gt;Gameology&lt;/a&gt; - A site for the discussion of game theory and ideas.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://gameplaywright.net/" target="_BLANK"&gt;GamePlayWright&lt;/a&gt; - Thoughts and posts on games, writing and game theory.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://virtualcultures.typepad.com/" target="_BLANK"&gt;Virtual Cultures&lt;/a&gt; - Virtual worlds, games, and more.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.virtuallearningworlds.com/" target="_BLANK"&gt;Virtual Learning Worlds&lt;/a&gt; - Barton Purse analyses games, trends, and issues.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Business and Economics:&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.edery.org/" target="_BLANK"&gt;Game Tycoon&lt;/a&gt; - Observations, news, and analysis with a businesslike focus&lt;/li&gt;
&lt;li&gt;&lt;a href="http://virtual-economy.org/" target="_BLANK"&gt;Virtual Economy Research Network&lt;/a&gt; - A serious blog and serious research on the economics of virtual economies&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;History:&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.armchairarcade.com/neo/" target="_BLANK"&gt;Armchair Arcade&lt;/a&gt; - Game and computer history&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;MMOS:&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.nerfbat.com/" target="_BLANK"&gt;Nerfbat&lt;/a&gt; - MMO theory, analysis, and more&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.mmorpg.com/" target="_BLANK"&gt;MMORPG.COM&lt;/a&gt; - MMO information, news, thoughts, reviews, and community. A great place for your MMO needs.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://terranova.blogs.com/" target="_BLANK"&gt;Terra Nova&lt;/a&gt; - A blog about MMOs, design, and their future.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Law and Politics:&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.gamepolitics.com/" target="_BLANK"&gt;Gamepolitics&lt;/a&gt; - News on games in the news, politics, and law.&lt;/li&gt;
&lt;/ul&gt;&lt;strong&gt;Theory:&lt;/strong&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.above49.ca/" target="_BLANK"&gt;Above 49&lt;/a&gt; - A game developer living in Canada (thus the blog title) analyzes games, the industry, and game theory.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://grandtextauto.org/" target="_BLANK"&gt;Grand Text Auto&lt;/a&gt; - Game theory, especially focused on stories.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.jesperjuul.net/ludologist/" target="_BLANK"&gt;Ludologist&lt;/a&gt; - Jesper Jul's serious and in-depth blog on game theores.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://onlyagame.typepad.com/" target="_BLANK"&gt;Only A Game&lt;/a&gt; - Chris Bateman's blog on game design and theory, often going extremely deep into issues like aesthetics.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://projectperko.blogspot.com/" target="_BLANK"&gt;Project Perko&lt;/a&gt; - Blog on game and game theory with an extensive archive&lt;/li&gt;
&lt;li&gt;&lt;a href="http://wordsonplay.wordpress.com/" target="_BLANK"&gt;Words On Play&lt;/a&gt; - Game theory, espeically stories.&lt;/li&gt;
&lt;/ul&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;span style="text-decoration: underline;"&gt;&lt;span&gt;&lt;/span&gt;PLATFORM-SPECIFIC SITES:&lt;/span&gt;&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.nintendoworldreport.com/" target="_BLANK"&gt;Nintendo World Report&lt;/a&gt; - A site focused exlucively on nintendo game products.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.psu.com/" target="_BLANK"&gt;PlayStation Universe&lt;/a&gt; - A site focused exclusively on the world of Playstation products.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.rockpapershotgun.com/" target="_BLANK"&gt;Rock, Paper, Shotgun&lt;/a&gt; - A general site focused on PC games, covering a variety of topics. A part-time project of several game journalists.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.xbox365.com/" target="_BLANK"&gt;XBOX365&lt;/a&gt; - A site focused exclusively on the xbox.&lt;/li&gt;
&lt;/ul&gt;&lt;span style="text-decoration: underline;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;span style="text-decoration: underline;"&gt;&lt;/span&gt;&lt;span style="text-decoration: underline;"&gt;MULTIMEDIA GAMING AND COMMUNITY SITES:&lt;/span&gt;&lt;br /&gt;
These sites focus on games and beyond - such as movies, comics, and communities. Some are independent, some are commercial ventures, and many contain various media (such as previews) &lt;ul&gt;&lt;li&gt;&lt;a href="http://www.1up.com/" target="_BLANK"&gt;1 Up&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.eurogamer.net/" target="_BLANK"&gt;Eurogamer&lt;/a&gt; - European game news, reviews, information.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamespy.com/" target="_BLANK"&gt;Gamespy&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamezone.com/" target="_BLANK"&gt;Gamezone&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gamingtarget.com/" target="_BLANK"&gt;Gaming Target&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.ign.com/" target="_BLANK"&gt;IGN&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.videogamer.com/" target="_BLANK"&gt;VideoGamer.com&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-9150051779146667580?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://msinilo.pl/blog/?feed=rss2" target="_blank"&gt;http://msinilo.pl/blog/?feed=rss2&lt;/a&gt; &lt;br /&gt;
Atom&lt;br /&gt;
&lt;a href="http://farrarfocus.blogspot.com/feeds/posts/default" target="_blank"&gt;http://farrarfocus.blogspot.com/feeds/posts/default&lt;/a&gt; &lt;br /&gt;
Beautiful Pixels&lt;br /&gt;
&lt;a href="http://feeds.feedburner.com/BeautifulPixels" target="_blank"&gt;http://feeds.feedburner.com/BeautifulPixels&lt;/a&gt; &lt;br /&gt;
Dead Voxels&lt;br /&gt;
&lt;a href="http://deadvoxels.blogspot.com/feeds/posts/default" target="_blank"&gt;http://deadvoxels.blogspot.com/feeds/posts/default&lt;/a&gt; &lt;br /&gt;
Diary of a Graphics Programmer&lt;br /&gt;
&lt;a href="http://diaryofagraphicsprogrammer.blogspot.com/feeds/posts/default" target="_blank"&gt;http://diaryofagraphicsprogrammer.blogspot.com/feeds/posts/default&lt;/a&gt; &lt;br /&gt;
direct to video&lt;br /&gt;
&lt;a href="http://directtovideo.wordpress.com/feed/" target="_blank"&gt;http://directtovideo.wordpress.com/feed/&lt;/a&gt; &lt;br /&gt;
Gamasutra&lt;br /&gt;
&lt;a href="http://feeds.feedburner.com/GamasutraNews" target="_blank"&gt;http://feeds.feedburner.com/GamasutraNews&lt;/a&gt; &lt;br /&gt;
Game Angst&lt;br /&gt;
&lt;a href="http://gameangst.com/?feed=rss2" target="_blank"&gt;http://gameangst.com/?feed=rss2&lt;/a&gt; &lt;br /&gt;
Game Rendering&lt;br /&gt;
&lt;a href="http://www.gamerendering.com/feed/" target="_blank"&gt;http://www.gamerendering.com/feed/&lt;/a&gt; &lt;br /&gt;
GameArchitect&lt;br /&gt;
&lt;a href="http://gamearchitect.net/feed/" target="_blank"&gt;http://gamearchitect.net/feed/&lt;/a&gt; &lt;br /&gt;
GameDev.Net&lt;br /&gt;
&lt;a href="http://www.gamedev.net/xml/" target="_blank"&gt;http://www.gamedev.net/xml/&lt;/a&gt; &lt;br /&gt;
Geeks3D Forums - 3D-Tech News Around The Web&lt;br /&gt;
&lt;a href="http://feeds2.feedburner.com/Geeks3DTechNewsForum" target="_blank"&gt;http://feeds2.feedburner.com/Geeks3DTechNewsForum&lt;/a&gt; &lt;br /&gt;
GPGPU» :: GPGPU.org&lt;br /&gt;
&lt;a href="http://www.gpgpu.org/cgi-bin/blosxom.cgi/index.rss" target="_blank"&gt;http://www.gpgpu.org/cgi-bin/blosxom.cgi/index.rss&lt;/a&gt; &lt;br /&gt;
Graphic Rants&lt;br /&gt;
&lt;a href="http://graphicrants.blogspot.com/feeds/posts/default" target="_blank"&gt; http://graphicrants.blogspot.com/feeds/posts/default&lt;/a&gt; &lt;br /&gt;
Graphics Size Coding&lt;br /&gt;
&lt;a href="http://sizecoding.blogspot.com/feeds/posts/default" target="_blank"&gt; http://sizecoding.blogspot.com/feeds/posts/default&lt;/a&gt; &lt;br /&gt;
Humus&lt;br /&gt;
&lt;a href="http://www.humus.name/rss.xml" target="_blank"&gt; http://www.humus.name/rss.xml&lt;/a&gt; &lt;br /&gt;
Ignacio Castaño&lt;br /&gt;
&lt;a href="http://castano.ludicon.com/blog/feed/" target="_blank"&gt; http://castano.ludicon.com/blog/feed/&lt;/a&gt; &lt;br /&gt;
John Ratcliff's Code Suppository&lt;br /&gt;
&lt;a href="http://codesuppository.blogspot.com/feeds/posts/default" target="_blank"&gt; http://codesuppository.blogspot.com/feeds/posts/default&lt;/a&gt; &lt;br /&gt;
level of detail&lt;br /&gt;
&lt;a href="http://www.jshopf.com/blog/?feed=rss2" target="_blank"&gt;http://www.jshopf.com/blog/?feed=rss2&lt;/a&gt; &lt;br /&gt;
Level of Detail&lt;br /&gt;
&lt;a href="http://levelofdetail.wordpress.com/feed/" target="_blank"&gt;http://levelofdetail.wordpress.com/feed/&lt;/a&gt; &lt;br /&gt;
Lost in the Triangles&lt;br /&gt;
&lt;a href="http://feeds.feedburner.com/LostInTheTriangles" target="_blank"&gt;http://feeds.feedburner.com/LostInTheTriangles&lt;/a&gt; &lt;br /&gt;
Make It Big In Games&lt;br /&gt;
&lt;a href="http://makeitbigingames.com/feed/" target="_blank"&gt;http://makeitbigingames.com/feed/&lt;/a&gt; &lt;br /&gt;
meshula.net&lt;br /&gt;
&lt;a href="http://meshula.net/wordpress/?feed=rss2" target="_blank"&gt;http://meshula.net/wordpress/?feed=rss2&lt;/a&gt; &lt;br /&gt;
OpenGL News&lt;br /&gt;
&lt;a href="http://www.opengl.org/news/rss_2.0/" target="_blank"&gt;http://www.opengl.org/news/rss_2.0/&lt;/a&gt; &lt;br /&gt;
NVIDIA Developer News&lt;br /&gt;
&lt;a href="http://news.developer.nvidia.com/rss.xml" target="_blank"&gt;http://news.developer.nvidia.com/rss.xml&lt;/a&gt; &lt;br /&gt;
Outside Hollywood&lt;br /&gt;
&lt;a href="http://www.outside-hollywood.com/feed/" target="_blank"&gt;http://www.outside-hollywood.com/feed/&lt;/a&gt; &lt;br /&gt;
Real-Time Rendering&lt;br /&gt;
&lt;a href="http://www.realtimerendering.com/blog/feed/" target="_blank"&gt;http://www.realtimerendering.com/blog/feed/&lt;/a&gt; &lt;br /&gt;
realtimecollisiondetection.net - the blog&lt;br /&gt;
&lt;a href="http://realtimecollisiondetection.net/blog/?feed=rss2" target="_blank"&gt;http://realtimecollisiondetection.net/blog/?feed=rss2&lt;/a&gt; &lt;br /&gt;
Sanders' blog&lt;br /&gt;
&lt;a href="http://sandervanrossen.blogspot.com/feeds/posts/default" target="_blank"&gt;http://sandervanrossen.blogspot.com/feeds/posts/default&lt;/a&gt; &lt;br /&gt;
Scattered Pixels&lt;br /&gt;
&lt;a href="http://feeds.feedburner.com/ScatteredPixels" target="_blank"&gt;http://feeds.feedburner.com/ScatteredPixels&lt;/a&gt; &lt;br /&gt;
Solid Angle&lt;br /&gt;
&lt;a href="http://solid-angle.blogspot.com/feeds/posts/default" target="_blank"&gt;http://solid-angle.blogspot.com/feeds/posts/default&lt;/a&gt; &lt;br /&gt;
The Hacks of Life&lt;br /&gt;
&lt;a href="http://hacksoflife.blogspot.com/feeds/posts/default" target="_blank"&gt;http://hacksoflife.blogspot.com/feeds/posts/default&lt;/a&gt; &lt;br /&gt;
w00t&lt;br /&gt;
&lt;a href="http://bpeers.com/blog/xml-rss2.php" target="_blank"&gt;http://bpeers.com/blog/xml-rss2.php&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5290782483394833049-5534930147345398163?l=addgamestudios.blogspot.com' alt='' /&gt;&lt;/div&gt;
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