Feature Spotlights

  • Member Spotlight Unity Technologies

    May 20th, 2015

    The games market has exploded in the past seven years. In 2009 mobile games barely made a dent in the overall games market. Today mobile is one of the fastest growing segment. Advances in the graphics quality and player engagement have opened up mobile to a growing mid-core audience. The PC is experiencing renewed growth thanks to expansion of the overall player base that includes a wider demographic and broader geographic reach. In the future, new growth will also be supported by emerging opportunities in virtual reality/augmented reality and eSports. Ultimately, today's games cross an array of platforms that includes mobile, PC and consoles.

    Learn More
  • Interview With Robby Zinchak of 8BitMMO

    April 5th, 2014

    8BitMMO is a 2D massively multiplayer online video game developed by Robby Zinchak. Robby started working on 8BitMMO 13 years ago and the game is currently available on Steam Early Access. Robby and 8BitMMO have been selected as one of the PCGA's Bootstrap Indie Program's initial members. Today we'll talk with Robby about 8BitMMO and his experience as an Indie developer.

    Learn More
  • Interview With Cascade Game Foundry’s Kathie Flood About Their Indie Hit: Infinite Scuba

    April 5th, 2014

    Cascade Game Foundry has been chosen as one of the first Indie developers to join the PCGA's new Indie Bootstrap program. They are an independent simulation-based video game company located in Seattle, Washington. Their first game, Infinite Scuba, allows you to "experience the beauty, mystery, and serenity of scuba diving and artifact discovery in exotic real-world locations." Today we'll be interviewing Cascade Game Foundry's managing director and co-founder, Kathie Flood, about Infinite Scuba and the experiences that come with being an Indie game developer.

    Learn More
  • Power Explorer - analyze your game graphics rendering code to optimize it for tablets/ultrabooks

    November 21st, 2013

    This article and sample code by Leigh Davies (Intel) shows how to analyze your game graphics rendering code for bottlenecks in the pipeline and then suggests optimizations that will allow it to run better on tablet and mobile devices.

    Learn More
  • Steam OS

    October 29th, 2013

    SteamOS: How Valve Could Potentially Take Another Huge Chunk of the Gaming Market. If you haven’t been keeping up with the latest news from the gaming industry, a couple of weeks ago, Valve made a series of three announcements that have caused quite a stir among the gaming community. The first announcement was that Valve will soon launch SteamOS. Basically, SteamOS is going to be a Linux-based operating system that is tailored to bring PC gaming to your TV and living room. The second announcement was that Valve will accommodate their SteamOS by partnering up with hardware manufacturers to produce their own Steam-based hardware, which some people are calling Steam Boxes, or Steam Machines.

    Learn More
  • Battlefield 4 + GameBlocks

    October 29th, 2013

    Battlefield 4 Teams Up With GameBlocks and their Anti-Cheat Engine, FairFight, to Crack Down on Cheaters. As the age old adage goes, cheaters never prosper. However, in the gaming world, “cheating” has been somewhat of a tradition. In a lot of games, it’s not uncommon to find developers hiding small “cheats” within their games for their audience’s amusement.

    Learn More
  • Conservative Morphological Anti-Aliasing (CMAA)

    October 15th, 2013

    This sample presents a new, image-based, post-processing antialiasing technique referred to as Conservative Morphological Anti-Aliasing and can be downloaded here. The technique was originally developed by Filip Strugar at Intel for use in GRID2 by Codemasters®, to offer a high performance alternative to traditional multi sample anti-aliasing (MSAA) while addressing artistic concerns with existing post-processing antialiasing techniques. The sample allows CMAA to be compared with several popular post processing techniques together with hardware MSAA in a real time rendered scene as well as to an existing image. The scene is rendered using a simple HDR technique and includes basic animation to allow the user to compare how the different techniques cope with temporal artifacts in addition to static portions of the image.

    Learn More
  • AMD on Gaming

    September 5th, 2013

    We chat with AMD’s Nick Thibieroz, Ritchie Corpus, and Robert Hallock

    Learn More
  • Intel Speaks on Next Gen PC Gaming

    May 22nd, 2013

    We caught up with Matt Ployhar from Intel, current president of the PC Gaming Alliance, to ask a few questions.

    Learn More
  • New Adventures for Old Heroes

    March 18th, 2013

    New Adventures for Old Heroes

    Learn More
  • PyxelArts: Reaching the maze’s end

    February 11th, 2013

    PyxelArts: Reaching the maze's end?

    Learn More
  • Review: Unreal engine 4

    August 31st, 2012

    Unreal Engine 4 (UE4) by Epic Games

    Learn More
  • The Crowdfunding Bible

    June 19th, 2012

    Hailed as “a must-read” for every startup or entrepreneur


    Learn More
  • Alienware X51

    January 25th, 2012

    As a gamer, it’s been a dream come true to lead Alienware’s product team for the majority of Alienware’s 16 years…

    Learn More
  • Stay Connected

    OGA leaders and members are in the trenches working towards ensuring that we better the PC Gaming Experience.

    Spotlight Archive