By Simon Carless

Game Developer March Issue Showcases Uncharted 2, Dirty Coding Tricks

[Here's info on the latest issue of the evergreen Game Developer magazine - and it's a bumper GDC-distributed issue, actually, which you'll get in your attendee bag at the show this week, if you didn't get a copy in the mail already!]

The March 2010 issue of Game Developer magazine, the sister print publication to Gamasutra and the leading U.S. trade publication for the video game industry, has shipped to print and digital subscribers and is available from the Game Developer Digital service in both subscription and single-issue formats.

The cover feature for the issue is an exclusive postmortem of Naughty Dog's cinematic action game Uncharted 2. The article, crafted by designer Richard Lemarchand, offers insight on the challenges and successes experienced by the Sony-owned studio. It is introduced as follows:

"Uncharted 2 is Naughty Dog's latest foray into what they call the cinematic action genre. The game released to nearly-universal acclaim, and here they discuss everything from multiplayer mechanics, to over-ambitious scope, to the power of playtesting."

Also featured in the issue is the second roundup of dirty coding tricks, straight from the programmers who have employed them:

"In our second installment of Dirty Coding Tricks, programmers share their last-minute kludges and hacks all in the name of getting a game out the door. Lessons abound for coders and the non-technical alike."

In addition, experienced producer Matthew Burns talks to numerous studios to get the lowdown on the various production methods employed throughout the industry:

"Production methodologies differ from company to company. Here, Matthew Burns explores the disparate tactics of Harmonix, Treyarch, and Valve, to determine some best practices."

Other notable features include Brent Friedman's proposal of a simple scripting language to power conversation systems, and an interview with Blade and Soul art director Hyung-Tae Kim.

And as usual, our regular columnists contribute detailed and important pieces on numerous areas of game development -- this issue, we include Bungie's Steve Theodore on the art job market, Jake Cannell on virtual textures, Maxis' Soren Johnson on theme versus meaning, LucasArts' Jesse Harlin on SoundSeed, Matthew Wasteland with his monthly humor column, the Good Job! column on industry career moves, and more.

Worldwide paper-based subscriptions to Game Developer magazine are currently available at the official magazine website, and the Game Developer Digital version of the issue is also now available, with the site offering six months' and a year's subscriptions, alongside access to back issues and PDF downloads of all issues, all for a reduced price. There is now also an opportunity to buy the digital version of March 2010's magazine as a single issue.

By Simon Carless

Round Up: Gamasutra Network Jobs, Week Of June 26

In this round-up, we highlight some of the notable jobs posted in big sister site Gamasutra's industry-leading game jobs section this week, including positions from Crystal Dynamics, Trion and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted in each market area this week include:

Gamasutra.com - Game Industry Jobs

Crystal Dynamics Senior Art Director
"Crystal Dynamics has a rare opening for a Senior Art Director on one of the most prestigious AAA franchises in the industry. We are looking for an exceptional talent to bring onto the team and continue the long tradition of visually stunning and award winning titles from Crystal Dynamics."

Propaganda Games: Sr. Environment Artist/Worldbuilder
"From our state of the art game development studio in Downtown Vancouver, we combine an independent spirit with the resources of one of the world's largest entertainment companies. We know what makes games great - stunning visuals, innovative gameplay and most importantly... people. We are looking for a World Class Environment Artist / world Builder to join the team!"

Treyarch/Activision: Technical Director
"Treyarch is looking for a Technical Director for a high profile title with a substantial and ambitious online component. The Technical Director will be responsible for all technical decisions for their title. As a Technical Director, their opinion will carry substantial weight for any decision that is made on the project. The Technical Director will ultimately be responsible for the successful completion of the project."

Rainbow Studios: Executive Producer
"The Executive Producer is the visionary for the product and the person who builds the team and motivates them to accomplish their goals of shipping a high quality, entertaining experience on time and on budget. The Executive Producer also provides the link between the studio and the THQ marketing and sales departments."

WorldsInMotion - Online Games

Tencent Boston: Senior MMO Engine Programmer
"We are looking for outstanding individuals with passion, talent and a team focused mindset. We are located in the Boston area and offer competitive salaries, superb benefits and profit sharing. This is your chance to get in on the ground floor of a great new development studio, a studio that can produce top tier quality games and bring them to market worldwide."

Trion San Diego: Senior Audio Programmer
"The Senior Audio Programmer is responsible for development of audio tools and technologies for the next generation of server-based gaming. This is a software development position rather than sound design or composition role."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

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