
March 4th, 2010 @ Sway Bar, London
UK studios converge to battle over who's the cleverest - have you booked your place yet?

Thursday April 22nd, 2009 @ The Brewery, London
The countdown to the MCV Awards 2010 has begun – with date, venue and categories announced.
Studio Product Marketing Manager – Racing Titles
On Application
UK - North West

Technical director David Jefferies offers a guide to gamma correction
In his column for Develop, Black Rock's technical director David Jefferies has claimed that most studios miss the mark when it comes to effective anti-aliasing.
"Most game developers get the anti-aliasing in their games wrong," said Jefferies. "Or, to be more specific, the way most of us do our gamma correction causes the anti-aliasing to produce incorrect results."
In the feature, Jefferies offers an in-depth guide to producing solid anti-aliasing results through gamma correction.
"So where does gamma correction come into all this?" asked Jefferies. "Well, if this isn’t set up correctly, it will send your anti-aliasing (and other things) all screwy. And this is the bit that very few developers do correctly."
To read the full feature, click here.
OK... so its screwy...is there anyhing of value to this commentary? How does he suggest the problem is solved?
I think its a fairly big issue, because its one of the main things that sets game graphics apart from that of nicely polished pixar/dreamworks animation. Having a fully functioning 3d world is what makes this difficult, but to the lay person, it just looks like edges are jaggy and things cross over each other. My girlfriend always says stuff like 'why doesn't this look as good as toy story?' I'm not a tech guy, but this is a problem that would be well worth solving.