Saturday, October 16, 2010

Classic Pong

Download Pong v 0.1 by M.Avinash

http://www.mediafire.com/?rgun35ljvxipn7p

Sunday, June 20, 2010

Useful Game Design Resources

Here are some VERY useful links on game design. I got the list from here. 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.
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.

Want to make your own mod? These links will help you get started!

Introduction
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 getting started page. If you are looking for help making mods we encourage you read on and check out our tutorial listing. If you have a mod you have made or know of one we are missing - please contact us or add it to our mod listing.
What You Need
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...
    Software Development Kit 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: Half-Life Quake and Quake III Arena Unreal Tournament Far Cry Prey Battlefield 2 Elder Scrolls IV: Oblivion Doom 3 Command & Conquer: Generals Return to Castle Wolfenstein: Enemy Territory 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.

3D Modeling Programs
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).
    3DS Max - Usa.autodesk.com Used by most industry professionals, 3DS MAX is a powerful tool for any of your modelling, animating, and rendering needs. Maya 3D - Alias.com 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. MilkShape 3D Editing Software - Swissquake.ch 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. Turbo Squid GMAX - Turbosquid.com 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. Maya PLE- Usa.autodesk.com Another great free software from Maya. The only crit is that it pastes "Maya PLE" over the background of your model. Blender 3d - Blender3d.com Softimage|XSI Mod Tool - Softimage.com Softimage|XSI Mod Tool gives modders deep options for crafting content for their games (it can even be used for standalone products).

Animation Programs
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:
    Autodesk Motionbuilder- Usa.autodesk.com 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. Lightwave - Newtek.com 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 Modeling Programs.

2D Art & Texture
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:
    Photoshop - Adobe.com The industry-standard used by all the pros. A very powerful program used by Web designers, photographers, and video editors. Paint Shop Pro - Corel.com 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.

Modeling / Skinning Resources
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!
    AddonDB - Moddb.com 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. FPSBanana - Fpsbanana.com 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.

Mapping
Although mapping tools are generally not released to the public and can only be used after purchasing the game itself (such as Unreal Tournament 2004's "UnrealED"), here are a number of programs that can help you in your level design ambitions.
    Valve Hammer Editor 3.4 - Collective.valve-erc.com The map editor that Valve supplies with Half-Life 1, it's the most used and should be the only used for Half-Life. GTK Radiant - Qeradiant.com 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.

Map Compilers
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:
    Zoner's Half-Life Tools - Collective.valve-erc.com 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. MapFile Backup Compiler - Collective.valve-erc.com 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. Q3Map2 - Shaderlab.com 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. 3D World Studio - Leadwerks.com A map/level editor that can be used with the Torque Game Engine (a popular standalone engine), DarkBasic Pro, and Blitz3D.

C++ Compilers
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.
    Microsoft Visual C++ - Msdn.microsoft.comBorland C++ Builder - Borland.com MinGW C++ Compiler (free) - Mingw.org In order to use this, it is also recommended to download the Code::Blocks IDE (Integrated Development Environment) and Dev-C++ IDE. 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.

Advertisement / Recruiting
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:
    Planet Sites - Gamespy.com 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. FileFront Network - Filefront.com 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. MODSonline.com - Modsonline.com A huge site dedicated solely to mods, much like ModDB itself, but on a smaller scale.

Additional Help
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 Advertisement / Recruiting for backup.
    ModDB Tutorial Database - Moddb.com 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. 3dBuzz - 3dbuzz.com 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. Frequently Asked Questions about Mod Programming - Planethalflife.com This is a good place for beginners to get started creating Half-Life specific mods. This FAQ covers all the basics. Wavelength: Your Editing Resource - Thewavelength.net 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. Wikipedia - En.wikipedia.org 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. Interlopers.net - Interlopers.net 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. Valve Editing Resource Center (VERC) - Collective.valve-erc.com 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. Valve Developer Wiki - Developer.valvesoftware.com 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.

Game Creation Resource

All software is free unless trial or so is after it:
Tag explanation:
Recommended
The item is the best in its category in general opinion
ModDB
Item is made/maintained by someone from the ModDB community and you should just give it a look to give its support :)
Last Update: 09/01/2007
hosting (no ads):
G2mods.tv (mysql5-4, php5-4, cgi,svn,rubyonrails) MOD Hosting only ModDB
Freewebtown.com (php coming) (http://www.freewebtown.com/username)(has adds on addon pages)
Freewebs.com (http://www.freebwebs.com/username)
Freehostia.com (mysql,php,per) (http://username.freehostia.com)
Byethost.com (mysql+php)
Xoopiter.com (mysql, cgi, ssl, php)
Pbwiki.com (Wiki only)
Content Management Systems (CMS)
PHP-Fusion | Demo --- ID: Admin,Pass:demo123)
PHPCommasy | Demo --- ID: admin,pass: demo)
ReloadCMS | Demo --- ID:admin,Pass:demo
E107
Xoops
Joomla
Groupware
PHP-Overlord (Demo with ID/Pass on site)(20$ purchase, no trial)
Forums
PHPBB
SMF
Phorum
Invision
XMB
Image Galleries
Coppermine
SPGM
Wikis
PMWiki
MediaWiki
Misc. CMS
EyeOS | Demo --- ID: root, Pass: demo)
Mantis bug tracking software
modelling progs:
Blender3D Blender3d.org
GMAX Turbosquid.com (needs free serial)
Milkshape3D Swissquake.ch (trial, 30 days, $25 Registration Cost)
Wings3D Wings3d.com
3DS MAX www.autodesk.com/3dsmax (30 day trial avaiable - subscription form)
Maya Personal Learning Edition Usa.autodesk.com (needs free key)
Cinema 4D Maxon.net (Trial, allso bodypaint 3d(UVMapper))
Pilot 3D Pilot3d.com (Trial)
Sketchup Sketchup.com (allso a free verision called Google Sketchup: for use with google earth)
Rhino 3D Rhino3d.com (Trial)
Zbrush Pixologic.com (Trial)
MakeHuman Dedalo-3d.com
Pixels3D www.pixels3d.com (MAC ONLY!)
SharpConstruct Sharp3d.sourceforge.net
DeleD: Delgine.com (free & pay)
Unwrappers/UVMappers:
Unwrap3D Unwrap3d.com (Trial)(Export Disabled)
Lithunwrap Files.seriouszone.com
Bodypaint 3D Maxon.net (Trial)
2D Programs:
Adobe Photoshop CS2 Adobe.com (Trial)
GIMP Gimp.org
Ultimate Paint Ultimatepaint.com
Paint.Net Eecs.wsu.edu
Image Forge Cursorarts.com
Project Dogwaffle: Thebest3d.com (free & pay)
Shader Tools:
FXComposer Developer.nvidia.com (Shader Creation)
Rendermonkey Developer.nvidia.com (Shader Creation - Only for ATI Cards)
Shader Designer Typhoonlabs.com
Installers:
NSIS Nsis.sourceforge.net
WinZIP SFX Winzip.com (21 day trial,$49.95)
Install Creator(Pro) Clickteam.com (Trial, displays message after install, Standars:$59/Pro:$149)
Patchmaker Clickteam.com (trial)(displays message after patch)
Wise Install System Wise.com (Trial)
Programming Tools/IDE
Bloodshed DEV (C++) Bloodshed.net
Developers IDE Mystikdevelopment.homestead.com
MinGW Developer Studio Parinyasoft.com
Visual Studio 2005 Msdn.microsoft.com (Trial)
Mono 1.0 (C# Mono-project.com
SharpDevelop (C#) Icsharpcode.net
Cream (Editor) Cream.sourceforge.net
Torsion: Sickheadgames.com (Torque engine only)
Notepad++ (Source code editor(syntax highlighting))
Code::Blocks (C/C++ Compiler)
MS Visual C++ 2005 Express Edition
Webdesign
Kompozer
Audio Tools
Audacity audacity.sourceforge.net
Goldwave www.goldwave.com (Freeware?)
Adobe Audition Adobe.com (Trial)
Sound Forge 8: Sonymediasoftware.com (trial)
Acid Pro: Sonymediasoftware.com (trial)
Acid Free
Cakewalk: Cakewalk.com (trial)
Video Tools
Sony Vegas: Sonymediasoftware.com (trial)
VirtualDub: Virtualdub.org
(Shader)SDK's
DirectX SDK Msdn.microsoft.com
NVidia SDK Developer.nvidia.com
Radeon (ATI) SDK Ati.com
Misc Tools:
PolyTrans 3dcafestore.com) (Model file converter)
MakeHair Dedalo-3d.com (Hair Modeling)
MeLODy Developer.nvidia.com (Normal Map Generator)
DENormGen: Epsylon.rptd.dnsalias.net ModDB
Misc. ATI/AMD Dev Tools (including ATI Normalmapper)
Resource Sites
www.turbosquid.com (3D Marketplace)
www.renderosity.com (3D Tutorials)
Developer.nvidia.com (NVidia OpenGL Docs)
Mayang.com Free Textures
3dcafe.com Some free models

Friday, April 16, 2010

Developer Tools for 3D Media Applications

Introduction
The right set of software development tools simplifies performance enhancement in media applications and allows for continuous, cost-effective improvements.

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.

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.

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.

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.

FRAPS* Benchmarking Software
FRAPS*, 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.

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.

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.

IPEAK Tools for Analysis, Testing, and Monitoring
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.

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.

The DirectX* SDK's Graphic Performance Analyzer
Microsoft announced plans to include a tool known as the Graphics Performance Analyzer (GPA) with its freely downloadable DirectX SDK*. 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.

VTune™ Performance Analyzer Provides Multifaceted Optimization Support
The VTune™ Performance Analyzer 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.

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.

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.

Xylobot* is Useful in Creating Media Workloads
Xylobot* 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.

Open Source Game Development

Introduction
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.

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.

Game Engine Block Diagram

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.



Figure 1. Block Diagram of a Modern 3D Game Engine
click here for larger image

Open Source Game Engines

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.

The following is a short list of some of the open source game engines that are available for use:

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:

Thursday, April 15, 2010

Game Industry Facts

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.  The ESA's "2009 Essential Facts About the Computer and Video Game Industry" 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:
  • The average gamer is 35 years old and has been playing for 12 years.
  • Forty percent of all players are women and women over 18 years of age are one of the industry's fastest growing demographics.  Today, adult women represent a greater portion of the game-playing population (34 percent) than boys age 17 or younger (18 percent).
  • Twenty-five percent of game players are over the age of 50, an increase from nine percent in 1999.  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.
  • Forty-two percent of homes in America have a video game console.
  • Fifty-seven percent of online game players are male and 43 percent are female.  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.
  • Ninety-two percent of the time parents are present at the time games are purchased or rented.  Seventy-seven percent of parents believe that the parental controls available in all new video game consoles are useful.  In addition, 63 percent of parents believe games are a positive part of their children’s lives.

Tuesday, April 13, 2010

Overview of Intel’s Graphics Performance Analyzers Suite

System Analyzer and Frame Analyzer 2.0 Part 1




System Analyzer and Frame Analyzer 2.0 Part 2

 

Friday, April 9, 2010

GDC Session: Threading "Quake 4" and "Quake Wars"



Tuesday, April 6, 2010

Jane McGonigal: Gaming can make a better world

Jesse Schell: When games invade real life

Saturday, March 20, 2010

Top 100 Game Developers



Playlist/URL (Permalink):
http://www.youtube.com/view_play_list?p=0CD87E0A134CD433

Thursday, March 18, 2010

Game Development - Where do I Begin

Video 1

Video 2

Wednesday, March 17, 2010

Ken Levine Game Design Tip

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."

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.

GDC 2010 Slides

"Beyond Scrum" GDC session are here.

There is a nice set of notes for the session posted here.

GDC San Francisco 2010 - Mobile Session Slides

GDC San Francisco 2010 - OpenCL Session Slides

GDC San Francisco 2010 - COLLADA Session Slides

GDC San Francisco 2010 - OpenGL Session Slides

Monday, March 15, 2010

Gaming Industry Twitters

2K Games:
ShawnElliott – Shawn Elliott, Producer at 2K Boston.  Best known for his work at EGM/GFW Magazines and 1up.com/1up Podcasts.
loonyboi – Jason Bergman, Producer 2K Games publishing
2KSports – Official Twitter account for 2K Sports


38 Studios:
gehrig38 – Curt Schilling, founder of 38 Studios and pitcher for the Boston Red Sox
BrettClose – Brett Close, VP of Biz Dev at 38 Studios
schoonology – Michael Schoonmaker, Engineer at 38 Studios
rshwayder – Ryan Shwayder, Designer and Community Relations at 38 Studios
aneri – Senior UI Designer at 38 Studios
3 Blokes Studios:
Johnpassfield – John Passfield, Chief Creative Bloke


3D Realms:
Georgeb3dr – George Broussard, Game Producer/Designer at 3D Realms


Acclaim:
Historian – Community Manager at Acclaim
DPerry – David Perry, Director of many MMOgs at Acclaim
PonyStars – Official Twitter account for the game Pony Stars


ACRONYM Games:
JoeBonka – Joe Bonar, partner at ACRONYM Games

Activision:

Derek_Omni – Derek Daniels, Video Game Designer on undisclosed title


Adventure Company Games:
TheAdventureCo – Official Twitter account for Adventure Company Games


Agora Games:
ChrisA9 – Christian Arca, Lead Designer at Agora Games
JDiz5 – Jodi Bernardini, Designer at Agora Games


Antair Games:
AntairGames – Gavin Bowman, developer at Antair Games

ArenaNet (Part of NCSoft):
BrinstarRegina Buenaobra, Community Manager for Guild Wars
ArenaNet – Official Twitter account for ArenaNet, developer of Guild Wars and Guild Wars 2
Mkerstein – German Community Manager for Guild Wars
jpetrie – Josh, Petrie, Tools programmer at ArenaNet

Bethesda Softworks:
Fizzbang – Fred Zeleny, Designer at Bethesda Softworks
ghost_girl13 – Megan Sawyer, Environment Artist at Bethesda Softworks
Big Ant Studios:
JohnSietsma – John Sietsma, Lead Programmer

Big Fish Games:
BigFishgames – Official Twitter account for Big Fish Games
BigFoot Networks:
BigFootNetworks – Official Twitter account for Big Foot Networks

Bioware:
SWTOR – Official Twitter account for Star Wars – The Old Republic
AshenTemper – Sean Dahlberg, Community Manager for Star Wars: The Old Republic
Truffle – Christina Norman, Senior Technical Designer
Acanaday – Aaron Canaday, Environment Artist

Blitz Game Studios:
SpreeTree – Lee Winder, Technical Manager for Blitz Arcade
Blitz1up – Official Twitter account for Blitz 1up program
ChrisSwan – Chris Swan, Business Development Director for Blitz Arcade Division
MikeBithell – Mike Bithell, Designer for Blitz Arcade Division
NicholasRodgers – Nick Rodgers, Animator


Blue Omega Entertainment:
gothaggis – Geoff Rowland, Programming Support for Blue Omega Entertainment

Bungie:
voMethod – Seth Gibson, Technical Director at Bungie

ByteClub:
ByteClub – Official Twitter account for ByteClub, an iPhone game company

Caffeine Monster Software:
CaffeineMonster – Official Twitter account for indie game dev Caffeine Monster Software



Capcom:
Capcom_Unity – Official Twitter account for Capcom

Carbine Studios (Part of NCSoft) :
_Aether_ – Troy Hewitt, Associate Producer/Community Lead on Carbine’s secret MMO
LivingWorlds – Steve Williams


Cartoon Network:
AdultSwimGames – Official Twitter account for Adult Swim Games


CCP Games:
CCPGames – Official Twitter account for CCP Games


Cryptic Studios:
CrypticStudios – Official Twitter account for Cryptic Studios
CrypticAwen – Nicole Hamlett, Senior Community Representative
CrypticStudios – Official Twitter account for Cryptic Studios
CrypticDiamonds -Cryptic Developer
CrypticZinc – Craig Zinkievich, Executive Producer for Star Trek Online
CrypticArkayne – Randy Mosiondz, Lead Designer on Champions Online
CrypticAlivet – Alivet, Community Content Writer for Champions Online and Star Trek Online
Cryptic_Chrono – Bill Roper
CrypticMegaN – MegaN, Localization Manager and Audio Producer
CrypticFireCait – Cryptic FireCait, Producer
CrypticKatalyst – Online Community Relations Rep for Champions Online
CrypticKestrel – Writer for Star Trek Online
Digital Cream:
Matthewmford – Matthew Ford, President
Divide by Zero Games :
joeludwig – Joe Ludwig, CTO of Divide By Zero Games
doublesix games:
doublesix – Official Twitter account for doublesix games
DoubleTap Games:
DoubleTapGames – Official Twitter account for DoubleTap Games

Eat Sleep Play:
Djaffe – David Jaffe,  founder and Video Game Designer known for games like God of War

Electric Sheep Company:
CCarella – Chris Carella, Chief Creative Officer
MattBrooklyn – Matt Dominianni, Creative Director
Swords John Swords, Director of Business Development
JonahG – Jonah Gold, Producer

Electronic Arts:
EA – Official Twitter account for EA
Weezul – Jon, Online Marketing Manager for EA
EAMobile – Craig, Community Manager for EA Mobile
sk88z – Alain Qunto, EA Sports Community Manager
TheSim3 – Official Twitter account for The Sims 3
TheSims2 – Official Twitter account for The Sims 2
Dewiel – Justin Dewiel, EA Sports Community Manager
Raczilla – Will Kinsler, EA Sports Community Manager
IsaacClarke – Official Twitter account for Dead Space
PBrush – Doug Brooks, Technical Director at EA
Monkey_Pants – Ian Milham, Art Director for Dead Space at EA
BlizzzzDave Blizard, Lighting Director and CG Supervision at EA Redwood Shores
SledgeHammer70 – Mathew Everett, Community Manager for all games at Pandemic Studios
Sargonas – Jay,Operations Manager for Rupture at EA
MatthewPruitt – Matthew Pruitt, Community Manager for Electronic Arts
9floating – Mihai Pohontu, Director of QA WW at EA
CrackedActor – Jaap Tuinman, Online Community/Social Marketing guy at EA
undeadpixels – James Kono, Game Designer at EA
slicedlime – Programmer at EA Dice
sanspants – Matt Fleming, Assistant Designer on Ultima Online
plastk – Andrew Sabri, Software Engineer at EA Sports working on Madden 2010
hippyjump – Ron Yatco, Community Manager for EA Canada (skate 2, Need for Speed)
BFHeroes – Official Twitter account for Battlefield Heroes
ian_cummings – Ian Cummings, Lead Designer for Madden 2010
earom – Community Manager for EA Sports Football (Soccer) World
Monogamie – Game Designer/Programmer at EA Mobile
zhiwiller – Zack Hiwiller, Designer at EA Tiburon (EA Sports)
DICECommunity – Official Twitter account for DICE
Blijack – Brent Dady, Product Manager at EA
NeedForSpeedCom – Official Twitter account for NeedforSpeed.com
MatthewPruitt – Matt Pruitt, Community Manager at EA LA
CodeCow – Louis Gascoigne, programmer at EA Redwood
CriterionGames – Official Twitter account for Criterion Games
StephensonMC – Marcus Stephenson, Producer on the NBA LIVE Franchise at EA Sports
MicheleVerde – Michele Aguilar, Product Manager for EA Mobile Games
EA_APOC – Command and Conquer Community Manager
Loki_Diego – Thomas Holt, Senior Art Lead on Dead Space and Art Director for Dead Space Extraction
Awedgirl – Caryl Shaw, producer on Spore
_Danicia_ – Danicia, Moderator for Bioware


Endrant Studios:
neilp – Managing Director of Endrant Studios
Epic Sound:
Aandersen – Asbjoern Andersen, co-founder


Everplay:
JussiL – Jussi Laakkonen, CEO of Everplay



Flying Lab Software:
FLS_Rusty – CEO of Flying Lab Software
FLS_Misha – Producer at FLS
FLS_Rhaegar – Tom Atkinson-Edwards, Community Team Lead at FLS
FLS_Raymond – Content Lead at FLS
FLS_bsharp – Art Director at FLS
FLS_Mat – Animation Lead at FLS
FLS_Brady – Lead Programmer at FLS
FLS_Fraxl – Associate Producer atFLS
FLS_Nutch – CS Lead at FLS
FLS_Isildur – Lead Designer at FLS
FLS_Daeke – Community Liaison at FLS
Four Door Lemon:
Barog – Simon Barratt

Funcom:
RagnarTornquist – Ragnar Tornquist, developer of The Longest Journey, and Dreamfall


GameLayers:
Jah – Jason Hall, developer on PMOG
PMOG – Official Twitter account for PMOG


Gamesville.com:
chriscummings01 – Product Manager for Gamesville.com
Gamesville – Official Twitter account for Gamesville.com
Ganz:
Mcleodg – Gord McLeod, Game Designer at Ganz


Gearbox Software:
GearboxSoftware – Official Twitter account for Gearbox Software
Pandemicennui – Allison “ennui” Berryman, Community Manager at Gearbox
Halfbrick:
Halfbrick – Official Twitter account for Halfbrick

Harmonix:
HMXCasey – Casey, Designer at Harmonix
JohntDrake – John Drake, Director of PR at Harmonix and drummer for The Main Drag
HarmonixSean – Sean Baptiste, Community Manager at Harmonix
JChausse – Jeff Chausse, Web Director at Harmonix
Dan_Schmidt – Dan Schmidt, Game Developer at Harmonix and guitarist for Honest Bob
CowPieSurprise – Rob Weychert, developer at Harmonix
DeliciousBees – DanT, Senior Designer at Harmonix
JasonKendall – Jason Kendall, developer at Harmonix
MattBoch – Matt Boch, Hardware Creative Designer at Harmonix and Singer/Bassisist/Keyboardist of The Main Drag
Slapworth – Chris Foster, Design Director at Harmonix
Alex_Navarro -  Alex Navarro, Moderator at Harmonix and well known for his work at Gamespot.com
fishmcgill – Harmonix Web Associate Producer
Tweakin0ut – Jason Silva, QA Art System Owner at Harmonix
Bebop_Monkey – Matt Kelly, Producer
Hothead Games:
Nelsormensch – Nels Anderson, Programmer


Incongnito Entertainment :
DylanJobe – Dylan Jobe, Studio Director at Incognito Entertainment

Infinity Ward:
InfinityWard -Infinity Ward’s official Twitter account
FourZeroTwo – Robert Bowling, Infinity Ward’s Director of Communications/Community Manager
Introversion Software:
IVSoftware – Official Twitter account for Introversion Software


Ion Storm:
Harvey1966 – Harvey Smith from Ion Storm


Io Interactive:
Heilemann – Michael Heilemann, level designer at Io Interactive

JForce Games:
JForceGames – Official Twitter account for JForce Games


Jormy:
Jormy – Official Twitter account for Jormy Games

Kaos Studios:
Kaos Studios – Kaos Studios’ official Twitter Account
Mjayg – Mitch Gross, Community Manager for Kaos Studios

Klei Entertainment:
biiigfoot – Founder of Klei Entertainment
Krome Studios:
Gazunta – Cameron Davis, Lead Designer


Large Animal Games:
LargeAnimal – Wade Tinney, CEO of Large Animal Games
MattwKelly – Matt Kelly, Server Engineer for Large Animal Games

Lionhead Studios:
LionheadStudios – Official Twitter account for Lionhead Studios
paulecoyote – Paul Evans, Programmer at Lionhead Studios
Alyatirno – Eduardo Hulshof, Gameplay and Cutscene Scripter


Lucas Arts Games:
LucasArtsGames – Official Twitter account for Lucas Arts Games
Carmethene – Neil Wakefield, Senior Audio Programmer


Looking Glass:
Endless_Summer -  Austin Grossman from the Looking Glass team


Macguffin Games:
MacguffinGames – Scott Macmillan, founder at Macguffin Games (indie game startup in Boston)


Manifest Games:
BryanElliott1 – Bryan Elliott, Interactive Brand Strategy for Manifest Games


Metaplace:
Cuppy – Tami Baribeau, Community Manager at Metaplace
m3mnoch – Christoper Chapman, Director of Web Development at Metaplace
fleck99pf – Patrick Ferland, Content Developer (and blogger at WorldIV)
RaphKoster – Raph Koster, CEO


Microsoft (includes Xbox 360 Division):
MajorNelson – Director of Programming for Xbox Live, AKA “Xbox Live’s Major Nelson”
Trixie360 – Xbox Live’s Trixie360,  Community Manager for Xbox Live
Bastelyon – Tony Hynes, Gamerscore Blog
Stepto – StephenToulouse, in charge of Policy and Enforcement for Xbox Live
SixOkay – Justin, Community Manager for the Gears of War franchise
NelsonRodriguez – Nelson Rodriguez, Gamerscore Blog
CPaladino – Chris Paladino, Gamerscore Blog
JohnNoonan – John Noonan, Game Developer and host of the Platform Biased podcast from Microsoft Game Studios
Dlangar – Dusty Monk, Halo Wars programmer at Ensemble Studios
XNACommunity – Official Twitter account for the XNA Community Team
NinjaHarlot – Kathleen, XNA Community Manager
Not3xt – Kris Hall, developer at Microsoft in the Xbox 360 division
W1gg1n – Tom Wiggin, Xbox.com Games and Music Coordinator


Midway Games:
Aneurexorcyst – Sean Noonan, Mission Designer at Midway Studios Newcastle
Noobde – Ed Boon, Co-Creator and Team Lead for Mortal Kombat
Hecterrific – Hector Sanchez, Producer for Mortal Kombat

Mind Control Software:
Hunterprime – Ross Sigworth, IT Director at Mind Control Software (Indie Game Dev)


Mockingbird Games:
TroyGilbert – Troy Gilbert, Co-Founder and Designer/Developer of Mockingbird
PlayMockingBird – Official Twitter account for Mockingbird


Monolith:
Dayne_McClurg – Dayne McClurg, Community Manager for FEAR 2
Motus Digital:
MotusDigital – Official Twitter account for Motus Digital


Mythic Entertainment:
JoshDrescher – Josh Drescher, producer of Warhammer Online
Thatbarnettblok – Paul Barnett, Creative Director for Warhammer Online
CGouskosCarrie Gouskos, Associate Producer at Mythic
S_McNair – Content Developer at Mythic
DestinBales – Destin Bales, Live Producer


NaturalMotion:
backbreaker – Official Twitter account for BackBreaker


Naughty Dog:
Naughty_Dog – Official Twitter account for Naughty Dog
Arne360 – Arne, Marketing/PR guy at Naughty Dog

NCSoft:
GhostRaptor – Alex Weekes, Territory Franchise Coordinator for City of Heroes
Aion_En – Official Twitter account for Aion North America/UK
Aion_de – Official Twitter account for Aion Germany
Aion_fr – Official Twitter account for Aion France
NDOORS Interactive:
ChusandJeans – Dennis Yi, Marking Coordinator


NGMoco:
ngmoco – Official Twitter account for NGMoco, iPhone game developer
bluefintoro – Alan Yu from NGMoco

NinjaBee:
VcopeValerie Chapman Cope, PR/marketer for videogame developer NinjaBee
NinjaBeeGames – Official Twitter account for NinjaBee
Lanekiri – Lane Kiriyama, NinjaBee CFO
Gostay – Steve Taylor, President and Founder
Nvidia:
NvidiaDeveloper – Official Twitter account for Nvidia announcements relevant to game developers
LetsKillDave – David Weller, Developer Programs Manager at Nvidia


Obsidian Entertainment:
Obsidian_Ent – Official Twitter account for Obsidian Entertainment
Mikey2×4 – Mikey Dowling, QA Tester
Gnollsarejerks – Ashley BEtters, QA Tester
Framerate – Justin Reynard, Programmer


Ohai:
Hartsman – Founder of Ohai (Stealth MMOG startup), Scott Hartsman.  Well known for leading the EverQuest 2 team and his work at SOE
cjunior – Chris Junior, game designer at Ohai
missdoomcookie – Lindsay Morgan Lockhart


Phantom Compass:
TonyWalsh – Tony Walsh, Founding Director of Toronto-based indie game dev Phantom Compass
PMOG:
Jah – Justin Hall, developer on PMOG
Merci – Merci Grace, designer on PMOG


Popcap Games:
Popcap_games – Official Twitter account for Popcap Games
LBB – PopCap Online Marketing Director
Giordanobc – Giordano Bruno Contestabile, Senior Director of Business Development – Asia Pacific


Powerhead Games:
Aniline – Christy Sawyer, Lead Artist at Powerhead Games
ChrisLamb – Chris Lamb, Designer at Powerhead Games


Propaganda Games:
RobertlDavidson – Robert Davidson, Lead Game Designer for Propaganda Games

PushButton Labs:
timasteTimothy Aste, developer at PushButton
jefftunnJeff Tunnell, developer at PushButton

rickomanRick Overman, developer at PushButton

seansulli Sean Sullivan, developer at PushButton

bengarney – Ben Garney, developer at PushButton
pushbuttonlabs – Official Twitter account for PushButton


Queasy Games:
queasy00 – Jonathan Mak, Queasy Games


Red Storm Entertainment:
JunkyardRocket – Ryan Leigh, AI Engineer


Sega:
SegaAmerica – Official Twitter account for Sega America
Phantasystar – Official Twitter account for Phantasy Star
totalwar – Official Twitter account for Total War
valkyriatribune – Official Twitter account for Valkyria Chronicles
Serious Business Games:
Stanrule1 – Andrew Sipotz, Community Manager


Shattered Reality Interactive:
DamonG – Damon, founder of Shattered Reality Interactive(Indie Studio), developers of Kaos War

Slant Six Games:
SlantSixGames – Official Twitter account for Slant Six Games
DavidSeymour – David Seymour, Design Director at Slant Six Games
ZoeFlower – Media Manager at Slant Six GamesSlant Six Games:



Slipgate Ironworks:

TheRomero – John Romero, famed Game Developer and EVP of Game Development at Slipgate Ironworks


Splash Damage:
SplashDamage – Official Twitter account for Splash Damage


Soldak:
Soldak – Official Twitter account for Soldak Entertainment


Sony Online Entertainment:
Brenlo – Alan Crosby, Director of Global Community Relations for SOE
Ashlanne – Amy, Community Manager at SOE
Free_Realms – Official Twitter account for Free Realms
Raijinn – Joel, Community Manager at SOE
SOEllyra – Community Relations for SOE (Vanguard: Saga of Heroes)
SOEGordo – Gordo, Community Relations at SOE
Grimwell – Grimwell, Senior Community Relations Manager at SOE
Valara – Community Manaer for Star Wars Galaxies
feconix – Luke Sigmund, Senior Designer on Free Realms
autenil – Josh Kriegshauser, Tech director on EQ2

Eovania – Vanessa Barrera, Internat. Community Relations (German Speaking Communities)
Momochii – Momochi, Japanese Community Relations at SOE


Sony:
Qore – Official Twitter account for Qore
Veronica – Veronica Belmont, Host of Qore
SonyPlayStation – Official Twitter account for SCEA
JonathanHawkins – Jonathan Hawkins, Level Designer for God of War 2 and 3 at Sony Santa Monica
SamProtagonist – Sam Bennett, Senior Community Development Manager at Sony Computer Entertainment
Zakupilot256 – Marcello Lagosh, Marketing Assistant at SCEA
JonathanHawkins – Jonathan Hawkins, Level Designer for God of War 2 and 3 at Sony Santa Monica and worked on God of War 1.
LarryD – Lawrence Docherty, Programmer at SCEE


SouthPeak Games :
SouthPeakGames – Official Twitter Account for SouthPeak Games


Splitscreen Studios:
markbuchholz – Mark Buchholz, Founder and CTO of Splitscreen Studios (Small studio who makes browser based MMOGs)


Stardock Entertainment:
Stardock – Official Twitter account for Stardock
mittense – Trent Polack, Game Developer at Stardock
ImpulseDriven – Official Twitter account for Stardock’s game distribution platform “Impulse”
islanddog – Technology Evangelist/Blogger at Stardock
Zoomba – Michael Crassweller, Digital Publishing (Impulse) at Stardock


Streaming Colour Studios :
OwenGoss – Owen Goss, Founder of Streaming Colour Studios
Suggestive Content Interactive:
Godsized – Dave Haas, Creative Director
Tale of Tales:
TaleofTales – Official Twitter account for Tale of Tales
Telltale Games:
TelltaleGames – Official Twitter account for Telltale Games
Seanovanaman – Sean Vanaman, Writer/Designer at Telltale Games
ThatGameCompany:
JenovaChen – Developer at ThatGameCompany
THQ:
t_ryan_arnold – Ryan Arnold, THQ QA Database Administrator
Scapes – Evan Berman, Community Manager for THQ*ICE
Three Melons:
BatMelon – Mariano Suarez Battan, CEO
ThreeMelons – Official Twitter account for Three Melons
liondart – Lead Artist at Three Melons
Titan Studios:
Mundinator – John Mundy, Senior Designer on Fat Princess


Torus Games:

TrentKusters
– Trent Kusters, Designer at Torus Games
Treyarch:
JD_2020 - Josh Olin, Community Manager for Call of Duty: World at War
Tuna Technologies:
CletusClay – Official Twitter account for Cletus Clay
Newretro – Alex Amsel, Managing Director
Andrewcrawshaw – Andrew Crawshaw, Creative Director


Ubisoft:
FragDolls – Official Twitter account for the Frag Dolls
Vae Victis Studio:
VaeVictisGames – Official Twitter account for Vae Victis
itomi – Antonio Moro, Creative Director at Vae Victis
Veiled Games:
VeiledGames – Evan, Lead Designer at Veiled Games


Vivox:
AutumnKiss – Community Manager for Vivox
mbellows – Matthew Bellows, VP of Consumer Strategy at Vivox
WB Games:
BenLile – Ben Lile, Usability Manager at WB Games


ADD Game Studios:
Avinash_m – Founder and Game Developer



Webcarzz:
Webcarzz – Official Twitter account for Webcarzz
Wolfire Games:
Wolfire – Official Twitter account for Wolfire Games, ran by Jeffrey Rosen


Unannounced Studios, Independent Game Devs/Industry folks:
CuppaJo_ATX – April Burba, formerly of NCSoft, now at an unnamed studio working on an unnamed project.
jeremypreacher – Jeremy Preacher, former Community Manager for UO, now LFG
clevercelt – Video Game Consultant
JurieOnGames – Jurie Horneman, free-lance game designer/Producer
MrNokill – Arjen Meijer, Game Designer
EgoAnt – Aaron Clifford
Zaphodgjd – Graeme Devine, Lead writer on Halo Wars, formally Microsoft/Ensemble Studios
NoobCakes – Steve Cantu, former UI Artist for Treyarch and currently a freelance UI artist/graphic designer
AdrianCrook – Adrian Crook, independent developer/industry consultant
AiGameDev – Alex Champandard, Game AI Consultant
Amely – Anne Toole, co-founder of Writers Cabal, contract game writer and designer
CorvusE – Corvus Elrod, freelance writer and indie game designer
ChrisTilton – Chris Tilton, freelance music composer
ElvishParsley – Justin Webb, senior designer at TenCent Boston
Zoombapup – Phil Carlisle
JackalShorns – Jason Schklar, Freelance Game and User Experience Consultant
GetOurArcade – Will Brierly, creator of arcade game “Get Outta My Face”
Havchr – Havard Christensen, co-founder of Tumbleweed Interactive
ITS_Invisible – Michael Grand, Lead Programmer of IfThen Software LLC
gambrinous – Official Twitter account for Gambrinous
GamesWriting – James Parker, Freelance Script Writer/Designer
GBGames – Gianfranco, Owner of GBGames, LLC
A_steroid – Andrey Podoprigora, Head of A-Steroids
Rockjaw – Stephen Reid, ex-NCSoft Europe Community and Content guy